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asset⌬ modulemoduleprimary: init.luau·part ofmodule shared.module·originates fromworld 07158574-5…

ref

Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatabl…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

assetType.shared.ref

Builds the metatable every AssetRef (the { __ref, type, name, guid, identity, path } envelope returned by asset.resolve / asset.ref) carries. Replaces the per-call C metatable that used to live in crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable.

Public API

local assetRef = require("@builtin::assetTypes.assetType.shared.ref")

-- Called by the Rust factory (push_asset_ref_handle) via
-- _G.__build_asset_ref_proxy after the envelope fields are set.
assetRef.build(envelope)        -- attaches AssetRefMT, returns the table

The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below).

Method dispatch order

ref.foo is resolved in this order:

  1. Default methods — getSource / getBytes / getText / exists / inspect and the lazy meta property. Per-type definitions cannot override these (engine contract from gh#1889).
  2. Per-type ref table — discovered through asset.resolve(<typename>, "assetType") + require(<identity>.behavior). The lookup resolves to whichever <typename>.assetType/ folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its ref methods.
  3. Nil — unknown key, same shape as the original C metatable.

Adding methods for a new asset type

Drop a behavior.luau into the type folder:

src/lua/lib/assetTypes/<typename>.assetType/
├── type.yaml      -- structural spec (existing)
├── behavior.luau      -- ref + global behaviour (new)
└── template/      -- placeholder body (existing)

behavior.luau returns:

return {
    ref = {
        --!desc Per-instance method on every `<typename>` AssetRef.
        myMethod = function(self, ...) ... end,
    },
    global = {
        -- Reserved for the asset.<typename>.* surface — not consumed
        -- yet; included so the contract from gh#1889 lands cleanly.
    },
}

Within ref methods, self is the AssetRef envelope: self.path, self.identity, self.guid, self.type, self.name are available. Engine-required fields (guid, path, identity, type) must not be redefined.

Discovery and hot-reload

Type discovery uses the asset registry, so it doesn't matter where a <typename>.assetType/ folder lives — engine built-ins under @builtin::assetTypes.<X>, user types dropped under /zero/source/<X>.assetType/, or types vendored inside an imported library all resolve identically. The dispatcher walks asset.resolve(<typename>, "assetType") → canonical identity → require <identity>.behavior on every miss; the asset registry is the cache for the resolve half and Luau's _LOADED is the cache for the require half.

Hot-reload is transparent. When a <typename>.assetType/behavior.luau is rewritten through VFS, the engine's invalidate_require_cache_for_state re-runs the module and mutates the cached _LOADED[<identity>.behavior] table in place. Dispatch reads mod.ref on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call.

The same registry-driven path also handles type registration correctness: dropping a new <typename>.assetType/behavior.luau updates the asset registry, the next asset.resolve(<typename>, "assetType") returns the new ref, and AssetRefs of that type immediately gain the new methods.

Why Luau, not Rust

The asset surface needed per-category behaviour (material:getProperties(), bundle:instantiate(entityId), tool:run(args)) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means:

  • Type-specific methods ship as content (the <typename>.assetType/ folder), not engine code.
  • Adding a new asset type drops in a new folder; no Rust rebuild.
  • Methods can call any other Luau global (vfs, asset, Material, entity, etc.) directly, instead of going through narrow FFI primitives.

Consumers

  • crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable — the Rust factory that pushes envelopes invokes _G.__build_asset_ref_proxy once per push.
  • Every Luau call site of asset.resolve / asset.ref / entity(id).component.X.material / any binding declared AssetRef<...> — they all receive envelopes built through this module.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

module AssetRef AssetRef proxy builder. Attaches the default method metatable to every `{ __ref, type, name, guid, identity, path }` envelope produced by `asset.resolve` / `asset.ref`, and dispatches type-specific methods from `<typename>.assetType/behavior.luau` so a `.material` ref carries material-only methods (and so on). require @builtin::assetTypes.assetType.shared.ref about The Rust side (`crates/zero_scripting/src/ffi/bindings/asset.rs`) used to ship a C metatable with a fixed `__index` that knew about `getSource` / `getBytes` / `getText` / `exists` / `inspect` / `meta`. That shape couldn't grow without an FFI change, which meant the per-asset-type behaviour required to make refs *useful* (read a material's properties, instantiate a bundle, run a tool) had no hook. This module owns that responsibility now. It exposes one entry point — `M.build(envelope)` — that the Rust factory invokes via the `_G.__build_asset_ref_proxy` global the prelude installs. The build call attaches a shared metatable whose `__index` first serves the default method table, then falls through to the type's own `ref` table (loaded lazily from `@builtin::assetTypes.<type>.behavior`). The default method surface is fixed and engine-required — per-type `ref` tables CANNOT shadow `getSource` / `getBytes` / `getText` / `exists` or the lazy `meta` property, matching the contract in gh#1889. `inspect` is NOT a fixed default — it falls through to the type's own `ref.inspect(self)` (returning the type-specific `detail` for `asset.inspect`'s dispatch), and is nil when the type defines none.

copyKey(guid: string, path: any) → string

The key the copy of the asset `guid` held at `path` interns under: the guid, or `<guid>@<checksum>` when `path` lies in a recorded version's folder, `/zero/source/deps/<world>/versions/<checksum>/` (or its `/source/...` spelling). `<guid>@<checksum>` is the form that names one version of an asset wherever a version is named.

argtypedescription
guidstring
pathany

wipeRuntime( ) → void

ensureModeSubscription( ) → void

ensureDeviceSubscription( ) → void

getSource(self: ?, filename: string?) → string

argtypedescription
self?
filenamestring?

exists(self: ?) → boolean

argtypedescription
self?

deps(self: ?) → void

Return this asset's outbound reference table, aggregated across every file inside it (for composite asset folders) — same data `asset.deps(ref)` returns. `deps` holds the references that resolved (`{ asset_guid, origin, literal, via, line?, checksum?, ... }`), `unresolved_deps` the literals nothing answered (`{ literal, via, reason, line? }`), and `problems` the findings attached to the asset. An asset that references nothing returns all three empty.

argtypedescription
self?

requireTypeModule(identity: string?, path: string?, stem: string?, accept: ((any) →

Require a module inside an asset folder — a type's `<stem>.luau` (`"behavior"`, a settings schema file's own stem, or any other module a type.yaml names), or, with no stem, the asset's own entry module (its `init.luau`, as an importer or a component ships) — from wherever the asset lives (the builtin library, a world-authored folder, a vendored library), through the ONE resolution that works for all of them: see the comment above for the routes it tries in order. nil for the asset's entry module. count as a hit — distinguishing "declares none" from "failed to load" for a module whose shape this caller knows. Omit to accept any table. load — the require key and what it raised.

argtypedescription
identitystring?The asset's own resolved identity (`ref.identity`), or nil.
pathstring?The asset's own resolved folder path (`ref.path`), or nil.
stemstring?The module's file stem (its filename with `.luau` stripped), or
accept((anyOptional acceptance check a loaded module must satisfy to

examples

local schema, err = require("@builtin::assetTypes.assetType.shared.ref").requireTypeModule(identity, path, "settings")

attempt(key: string) → any

argtypedescription
keystring

typeModuleKeys(identity: string?, path: string?, stem: string?) →

The require keys `requireTypeModule` tries, in order, for a module inside an asset folder: the asset's identity with the stem appended, then the folder path under `@local/`. A key reads true from `library.has` once the module source is registered under it.

argtypedescription
identitystring?The asset's own resolved identity (`ref.identity`), or nil.
pathstring?The asset's own resolved folder path (`ref.path`), or nil.
stemstring?The module's file stem, or nil for the asset's entry module.

examples

for _, key in ipairs(AssetRef.typeModuleKeys(ref.identity, ref.path, "schema")) do print(library.has(key)) end

requireKeyOf(ref: any) → string

The key an asset's own code is required by from a type's behavior: its path, which the module loader answers with the module the asset's identity names, for a world asset and a library one alike. A ref that holds no path is required by the path its guid resolves to, and only a ref with neither by its identity.

argtypedescription
refanyThe asset ref.

examples

local ok, mod = pcall(require, AssetRef.requireKeyOf(moduleRef))

require_type_behavior(identity: string?, path: string?) → void

argtypedescription
identitystring?
pathstring?

accept(m: any) → boolean

argtypedescription
many

cached_type_behavior(asset_type: string) → void

`asset_type` is the instance's `type`: the name of the asset type the instance recorded it was written against (its pinned `typeRef`), so two types stating one suffix each dispatch their own instances. The WHOLE behavior module (`{ ref, modules, events, onChange, … }`) for `asset_type`, resolved by NAME via the registry and cached. Every reader of a top-level behavior key goes through here so one resolve serves them all, and a `behavior.luau` hot-reload — which mutates the cached table in place through `_LOADED` — is picked up by re-reading the key rather than by invalidating the cache.

argtypedescription
asset_typestring

load_type_methods(asset_type: string) → void

Per-instance method table (`behavior.luau`'s `ref`) for `asset_type`.

argtypedescription
asset_typestring

canInstantiate(self: ?) → boolean

Whether this asset can be instantiated into a scene — true iff its asset type defines an `instantiate` method. Generic capability query (no type allowlist); consumers gate on it before offering a scene path (an `Asset.source` field, a viewport drop, a tool argument).

argtypedescription
self?

examples

if asset.resolve("Golem","dynamicAsset"):canInstantiate() then ... end

previewRecipeOf(self: ?) → void

The preview recipe `t` declares under `preview:` in its `type.yaml`, or, for a type that declares none and defines `instantiate`, the instantiate recipe: a scene-instantiable asset's own composition is its picture. Nil for a type that is neither. Required lazily: this module loads before the tree the reader lives in.

argtypedescription
self?

canPreview(self: ?) → boolean

Whether this asset can render a preview — true when its type declares a `preview:` recipe in its `type.yaml`, defines its own `preview`, or defines `instantiate` (a scene-instantiable asset previews as itself).

argtypedescription
self?

examples

if ref:canPreview() then local p = ref:preview() end

preview(self: ?, opts: { [string]: any }?) →

Render this asset's preview in the preview studio, by the recipe its type declares under `preview:` in its `type.yaml` — or through the type's own `preview` when it defines one (`kind: custom`). A scene-instantiable type that declares nothing previews by instantiating the asset.

argtypedescription
self?
opts{ [string]: any }?`{ size? = { width, height }, angle? = { yaw, pitch }, live? }`.

examples

local p = asset.resolve("gold", "material"):preview({ size = { width = 256, height = 256 } })

instantiable( ) → any

gated_instantiate(impl: any) → any

argtypedescription
implany

w(self: ?, target: ?, opts: ?) → void

argtypedescription
self?
target?
opts?

load_type_modules_by_guid(type_guid: string) → void

The shared-module map (`behavior.luau`'s `modules`) for the type identified by the PINNED guid `type_guid` — the `typeRef` carried on the instance's envelope (read from its `.refs`). Resolving by guid, not the category name, means two same-named types from different sources never collide: each instance reaches the exact type version it was authored against.

argtypedescription
type_guidstring

load_type_modules_by_name(asset_type: string) → void

Name-based fallback for the shared-module map. `@builtin` assets are baked into the binary and don't ship a `.refs` sidecar — their pinned `typeRef` is therefore nil, but the asset's `type` field (the name of the type the asset belongs to, always present on the envelope) is enough to find the canonical type folder.

argtypedescription
asset_typestring

load_type_module(asset_type: string) → void

Load the FULL `behavior.luau` module table for `asset_type` (the `{ ref?, modules?, global?, onChange?, ... }` shape) — by NAME via the registry. Returns nil when the type ships no `behavior.luau`. This is the entry point the asset-change dispatcher (`@builtin::assetTypes.assetType.shared.changeDispatch`) uses to reach a type's `onChange` hook; the load_type_methods / by_guid / by_name helpers above each return just one piece (`ref` or `modules`), but the dispatcher needs to read `mod.onChange`, so it gets the whole table. The second return names the `behavior.luau` that exists and raised while loading.

argtypedescription
asset_typestring

read_meta_sidecar(ref: ?) → void

The original C metatable returned a freshly parsed `.meta` table on every `ref.meta` access so callers always see the current guid+checksum. Mirror that shape in Luau by routing through the existing `asset.meta` binding — `vfs.read` of a `.meta` path is gated off (`is_sidecar_path` filter in vfs.rs hides sidecars from the user-facing read surface), so reading the bytes directly from Luau is not an option. `asset.meta(ref)` is the public-API path that bypasses that gate and parses the YAML for us.

argtypedescription
ref?

__tostring(self: ?) → void

A ref stringifies to its identity — so `tostring(ref)`, string interpolation, logs, and error messages read as the identity the resolved ref stands for (`@builtin::materials.pbr`) instead of `table: 0x…`. Code that treats a resolved ref the way it treated the identity string it replaced keeps working. Reads the interned fields with `rawget` so it never re-enters `__index`.

argtypedescription
self?

__index(self: ?, key: ?) → void

argtypedescription
self?
key?

takeWriteToken(key: string, now: number) → boolean

Bring `key`'s allowance up to date and spend a write from it, answering whether there was one to spend. An asset first seen here has its whole burst available, which is what makes a newly-touched asset behave as it would with no rate limit at all.

argtypedescription
keystring
nownumber

persistKey(self: any) → string

The key a change to `self` is coalesced under: the copy of the asset it names (`copyKey`), else its identity, else its path.

argtypedescription
selfany

persistNow(key: string, ref: any) → void

argtypedescription
keystring
refany

flushDuePersists( ) → void

Pay out every asset whose allowance has a write in it. Runs once per frame while anything is pending, so what a caller held back reaches disk on the next frame whenever the asset has been changed at a rate its allowance covers, and at the refill rate when it has not. An asset with nothing left to spend stays pending and is paid by the first tick after a write refills. Clearing a key inside `pairs` is what lets the pump retire entries as it walks them.

reportPersistFailure(err: any) → void

A type's own `saveDefinition` runs here rather than under the caller that made the change, so a raise inside one asset's write is reported and the remaining assets still get theirs. `persistNow` takes the key out of the pending set before it calls, so the asset that raised is already retired.

argtypedescription
errany

flushPendingPersists( ) → void

ensurePersistPump( ) → boolean

The pump owns the trailing edge: it lives exactly as long as there is state owed to disk, and returns once nothing is. `task.spawnSystem` makes it system-owned so it keeps running while the engine is paused, which is the state an editor spends most of its time in. Returns whether a pump is carrying the work — a VM with no system scheduler gets `false` and the caller writes through immediately instead.

persistInEditMode(self: any) → void

Generic edit-mode persistence hook an assetType calls when a change of its own is meant to reach the file. In EDIT mode, flush a ref's transient runtime overlay (`ref.runtime`) to its backing asset file by invoking the type's own `saveDefinition(self)`, so the change syncs to peers and is saved. Works for any assetType that defines a `saveDefinition`; whether a given type's runtime writes route through here is that type's own contract. The write-through is rate-limited per asset: an asset carries an allowance of 8 writes that refills at one per 250ms. Changes made in one frame are coalesced onto a single re-emit, and a caller that changes a value and moves on has it on disk a frame or two later. A caller that keeps changing the same asset runs the allowance down to its refill rate, so over any span the asset costs at most that allowance plus one write per 250ms, whatever cadence the changes arrive at. In PLAY mode this is a deliberate no-op: runtime overlays stay transient (frame-fast) and are persisted back to the source asset on demand. An assetType opts in simply by exposing `ref.saveDefinition`; no per-type branching lives here.

argtypedescription
selfanyAny AssetRef.

examples

require("@builtin::assetTypes.assetType.shared.ref").persistInEditMode(matRef)

flushPendingPersists( ) → void

Write out every asset whose edit-mode persistence is still coalesced, spending no allowance and waiting on no refill. The runtime-state wipe on a mode flip calls this first, so a change made in the last window before the flip reaches the asset instead of being cleared with the overlay it lives in. Call it before reading an asset's file for a value a runtime write may have just changed.

examples

require("@builtin::assetTypes.assetType.shared.ref").flushPendingPersists()

forgetRuntime(guid: string) → boolean

Forget everything a type derived from ONE asset's content — the values it cached in `ref.runtime` off the bytes that asset used to hold. Called when an asset's content is REPLACED under a guid live consumers already hold: a type memoizes its parse, its GPU handle, its settings against the content it read, and each of those describes the previous bytes the moment the new ones land. Emptying the table in place rather than replacing it is what makes the clear reach every holder — the runtime table is shared by every resolver of the copy the world holds under the guid, and a type may be holding it directly. A recorded version's copy, held in that version's folder, keeps a runtime table of its own and is left as it is.

argtypedescription
guidstringThe asset's stable guid; the copy the world holds under it is the one forgotten.

examples

require("@builtin::assetTypes.assetType.shared.ref").forgetRuntime(ref.guid)

loadTypeModule(asset_type: string) →

Load the full `behavior.luau` module table for an asset type (`{ ref?, global?, onChange? }`), or nil when the type ships no `behavior.luau`. Registry-driven resolution — same path the per-type `ref` dispatch uses. Exposed so the asset-change dispatcher (`@builtin::assetTypes.assetType.shared.changeDispatch`) can reach a type's `onChange` hook without duplicating the resolution logic.

argtypedescription
asset_typestringThe type name (e.g. `"dynamicAsset"`, `"material"`).

examples

local m = require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("dynamicAsset")

loadTypeBehavior(asset_type: string) →

Load an asset type's `behavior.luau` module table, reporting a behavior that raised while loading. The first return is the module (nil when the type ships no `behavior.luau`); the second is set when the type HAS a `behavior.luau` that raised, and carries the require key plus the error it raised. A caller that runs the type's hooks — `asset.create` runs `onCreate` — reads the second return to tell "this type declares no behavior" from "this type's behavior is broken", which are opposite situations for the asset it is about to write.

argtypedescription
asset_typestringThe type name (e.g. `"dynamicAsset"`, `"material"`).

examples

local mod, err = require("@builtin::assetTypes.assetType.shared.ref").loadTypeBehavior("dialogue")

loadTypeBehaviorOf(type_ref: any) →

Load the `behavior.luau` module table of the asset type `type_ref` names, from the folder the type asset lies in, the way `loadTypeBehavior` loads it once the name has resolved. For a caller that already holds the type asset, such as a row of `asset.list("assetType")`.

argtypedescription
type_refanyThe type asset: a ref or a listing row holding its `identity` and `path`.

examples

for _, t in ipairs(asset.list("assetType")) do local mod = require("@builtin::assetTypes.assetType.shared.ref").loadTypeBehaviorOf(t) end

build(envelope: any) → any

Attach the AssetRef method metatable to an envelope table. Invoked by the Rust factory (`push_asset_ref_handle` → `_G.__build_asset_ref_proxy`) immediately after the six envelope fields (`__ref`, `type`, `name`, `guid`, `identity`, `path`) have been set, so the metatable's `__index` only ever fires for method / property lookups, never for the literal envelope fields. rather than relying on side-effects makes the Rust factory's pcall-then-replace flow simpler.

argtypedescription
envelopeanyThe freshly-built envelope table.

examples

local r = require("@builtin::assetTypes.assetType.shared.ref").build({ type = "material", path = "/zero/source/Gold.material", ... })

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

50+items
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assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. The body runs in an environment of the module's own: a name it declares without `local` is readable by the module's own functions and by no other script, so an export reaches its callers through the returned table and nothing else. Requiring a component's folder runs its chunk the same way, once, and its `update`, `start` and `public` stay in that environment; a component runs on an entity through `entity(id).component.add(name)`. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. A name the body declares without `local` lives in the module's environment, which every run of the module shares: a function the previous run left in place reads what the reload assigned. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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module · born here
❒asset
# asset_events Per-asset runtime for declared asset events. An assetType's `behavior.luau` declares an `events` schema the same way a component declares one; this module turns that schema into the live objects an asset's ref fires and listens on. ## Three faces, one Signal — keyed by the asset The construction is `component_events`': one `Signal` per declared event, reachable through a private fire-capable table, an owner-side emitter the type's own behavior fires with, and a subscribe-only facade every other holder of the ref sees. The facade exposes `connect` / `once` / `wait` and has no `fire` at any key, so firing authority stays with the type. What differs is the owner. A component event belongs to one instance on one entity; an asset event belongs to the **asset**, so the runtime is keyed by the asset's stable guid. Every resolver of that guid subscribes to the same Signals, and a ref that is reclaimed and re-resolved re-attaches to the subscriptions already there — the same reason `asset_ref`'s `runtime` table is guid-keyed rather than stored on the envelope. Both tables reject an undeclared event name: the private table's metatable raises on a bad key and the facade raises on a bad key, so a typo surfaces at the subscribe call instead of returning nil. ## Declaring events on a type ```lua -- <name>.assetType/behavior.luau local M = {} M.events = { changed = { payload = { value = Field.number(0, NoSync) } }, } M.ref = { poke = function(self) local emitter = require("@builtin::assetTypes.assetType.shared.events").emitter(self.guid) if emitter ~= nil then emitter.changed:fire({ value = 1 }) end end, } return M ``` ```lua -- any holder of the ref local ref = asset.resolve("@builtin::…") ref.events.changed:connect(function(p) print(p.value) end) ``` ## Exports - `M.forAsset(guid, eventSchema)` — the runtime for one guid, built on first use and reused after. A later call with a different schema reconciles: surviving events keep their Signal and their subscribers, new events get a fresh one, removed events are disconnected and dropped. - `M.facade(guid)` — the subscribe-only view, or nil before a runtime exists. - `M.emitter(guid)` — the owner-side `:fire` view, or nil before a runtime exists. - `M.has(guid)` — whether a guid holds a live runtime. - `M.teardown(guid)` — drop one asset's runtime, disconnecting subscribers. - `M.teardownAll()` — drop every runtime. Called on an engine mode flip so a play-mode subscription does not survive into edit. - `M.liveGuids()` — every guid holding a runtime, sorted. ## Notes - Subscriptions made through the facade are ordinary `signal.module` connections and disconnect the same way any other does. - The runtimes table is held strongly, and its lifetime is bounded by the mode flip that clears it.
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module · born here
❒asset
# preview Render an asset's preview in the preview studio: an isolated camera, lit only by its own three-point rig, over a neutral backdrop, that nothing in the scene reaches. `ref:preview()` renders any asset by the recipe its type declares under `preview:` in its `type.yaml`, and these are the primitives it calls: they spawn temporary entities, frame an offscreen camera over them, render one frame, read it back as a PNG, and tear the entities down. ## Surface - `preview.fromEntities(makeFn, opts?) -> PreviewResult` — run `makeFn` to instantiate entities, frame a camera to their bounds, render one offscreen frame, and return the still PNG. - `preview.fromRecipe(ref, recipe, opts?) -> PreviewResult` — render `ref` by a declared recipe: `instantiate` stands it through its own `instantiate`, `surface` paints the material its type's `ref.previewMaterial` returns on the recipe's mesh, and `image` fits a file the asset holds to the frame on the studio backdrop without rendering anything. - `preview.backdrop() -> { r, g, b }` — the studio backdrop's colour in a finished preview, 0-255. `PreviewResult` is `{ available, imageBase64?, rendered?, width?, height?, bounds?, stats?, reason? }` — `imageBase64` is the rendered PNG when `available` is true, and `reason` explains why when it is false. `opts` is `{ size? = { width, height }, angle? = { yaw, pitch } }`. ## Example local result = asset.resolve("gold", "material"):preview({ size = { width = 512, height = 512 } }) -- result.imageBase64 holds the rendered PNG (base64)
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module · born here
❒asset
# asset_residency Compute backends for the **lazy** residency properties on every `AssetRef` (`has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`). The AssetRef metatable's `__index` dispatcher (`assetType.shared.ref`) calls these only when a caller actually reads a flag — nothing is computed at resolve time, so an asset costs nothing for residency until it is observed. The three backing/runtime states: | `has_backing_asset` | `has_runtime_changes` | Meaning | |---|---|---| | true | false | USED, UNMODIFIED | | true | true | USED, MODIFIED (copy-on-write fork) | | false | true | RUNTIME-GENERATED | `cpu_resident` and `gpu_resident` are orthogonal to those three, and to each other. `cpu_resident` asks *"is this asset referenced from a live script-component context, so its bytes are warmed in memory?"* (the `/runtime/assets/` CPU layer); `gpu_resident` asks whether the device holds a texture or mesh under the asset's guid. They are separate pools and an asset can be in one and not the other — `asset.observe()` lists both. See `docs/specs/runtime-asset-copying.md` — "CPU residency vs GPU residency". The backing/runtime flags are derived from where the asset lives — source under `/zero/source/…` (backed), a copy-on-write fork / runtime-generated asset under `/zero/runtime/assets/<identity>.<category>/` (runtime change) — using the canonical `<identity>.<category>/` suffix shape, generic over any category. `cpu_resident` and `gpu_resident` are live queries through `asset.cpuResident` and `asset.gpuResident`.
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module · born here
❒asset
# scene_instantiable (module) The instantiation contract's shared implementation. An asset type opts into scene instantiation by defining `instantiate(self, target?, opts?)` on its behaviour `ref` table; this module carries the parts that mean the same thing for every type, so a caller writes ONE piece of code against all of them. ```lua local root, idMap = ref:instantiate(target?, opts?) ``` ## The contract **IN — the base opts.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type like a bundle, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` place that root and mean the same for every type. `rotation` takes three numbers as pitch/yaw/roll in DEGREES, or four as a quaternion. A type may honour more opts of its own — `params` for a type built from declared inputs, `idMap` / `diff` / `sourceTag` for the bundle override contract — and says so in its own `instantiate` docs. **OUT — the two returned values.** Every type returns the same pair: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: the root and everything the type built under it are live the moment the call returns, so a caller can parent to it, read its components and hand it on in the same statement. There is no frame to wait for and no callback. - **`idMap`** — the `originalId -> runtimeId` map naming what the composition spawned, `{}` for a type with no addressable children. **Never nil.** A component that re-composes the asset on every load (`Asset`) keeps this map and passes it back in, which is how a cross-entity reference into the composition — `SkinnedModel.skeletonRoot` pointing at a bone — survives a reload. The return is enforced, not merely described: `AssetRef` dispatches every `ref:instantiate(...)` through `result` on the way out, whether or not the type called it. A type that returns something else fails at its own call rather than handing its caller a nil root or a map that is sometimes absent. ## Exports - `M.root(self, target?, opts?) -> root` — stand the root entity for a type that spawns one: parented to `target`, born temporary when `opts.temporary`, named `opts.name` else the asset's own name, placed. - `M.place(root, opts?) -> root` — apply the placement opts to a root the type already has (the adopt path: a bundle exploding onto its target, a sceneModule reconciling under one). - `M.result(self, root, idMap?) -> (root, idMap)` — return through the contract. Checks `root` is a live entity ref, normalises a missing map to `{}`, and errors naming the asset type when either is something else. - `M.isOwned(opts?) -> boolean` — whether a component drives this call. The `Asset` / `SceneModule` components tag their own calls with `sourceTag`; they hold the reference and re-compose on every load. An untagged call came straight from `ref:instantiate(...)` and has no such owner. - `M.own(root, self, idMap?) -> root` — hand an already-composed root to an `Asset` component pointing at `self`, so the reference and its map persist and the composition is rebuilt on the next load. The component adopts the live composition rather than building a second one. - `M.check(value, constraint) -> ok, reason?` — the `sceneInstantiable` field-constraint validator, also registered under that kind on load. ## The field constraint `Field.instantiableRef` emits `constraint = { kind = "sceneInstantiable" }`, and this module registers the validator for it on load. Given a written value: 1. `nil` passes — the field is optional (no asset assigned). 2. Reads the value's identity — a bare string, or a table's `__ref` / `guid` / `identity` / `name`. 3. Resolves it (`asset.resolve(identity)` — any category) and asks the resolved ref `ref:canInstantiate()`: true iff the asset's type defines an `instantiate` method. This is what lets `Field.instantiableRef` accept by CAPABILITY rather than a hardcoded type list — a new scene-instantiable asset type is accepted the moment it defines the hook, with no edit to the field or its consumers.
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module · born here
❒asset
# previewRecipe (module) How a type makes its instances' pictures. A type declares it in its `type.yaml`, under `preview:`, and every instance's `preview.png` is produced by the recipe named there. ```yaml preview: kind: surface # instantiate | image | surface | custom mesh: sphere # surface: the builtin mesh the asset is painted on ``` | `kind` | The picture is | Needs | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | — | | `image` | a file the instance already holds, fitted to the frame | `source.file` or `source.files` | | `surface` | the asset painted on a builtin mesh | `mesh` | | `custom` | whatever the type's `behavior.luau` `ref.preview` returns | — | `angle: [yaw, pitch]` (degrees) states the bearing the camera looks from, for any kind that renders. The `preview:` block says how the picture is PRODUCED. Whether search embeds that picture is a separate declaration — an `image` chunk under `indexing.content` naming `preview.png` — so a type states both, and a type that states one without the other gets exactly what it stated. ## Exports - `M.of(typeName) -> PreviewRecipe?` — the recipe `typeName` declares, or nil when it declares none or no type answers to that name. Read once and held; a block naming an unknown `kind`, or missing what its kind needs, is refused with a warning naming the type. - `M.forget()` — drop every held recipe. The change dispatcher calls it, with `declaration.forget()`, for every write inside an `.assetType` folder and for every removed type, so an edited `type.yaml` is read again.
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module · born here
❒asset
# opts The contract an options table is held to. A call that reads a fixed set of keys acts on those keys and no others, so a key it does not know names a change the caller asked for and never got — a cube asked for `size = 3` that comes back one unit wide, reporting success. `Opts.check` makes that a refusal carrying what to write instead: the key, the accepted set, and the nearest accepted spelling. The same three parts answer for a name of any kind — `tools.use` names the near-miss toolbox, `MaterialAuthor` names the near-miss shader property — so the distance search lives here too, and every caller ranks candidates the same way. Pure Luau, no engine dependencies. ## Exports - `Opts.check(where: string, value: any, accepted: { string }, inTable?: string)` — raise unless every key of `value` is named by `accepted`. `nil` accepts. - `Opts.forward(where: string, own: { string }, fn, ...) -> ...` — call `fn(...)`, and when it refuses an option, append the vocabulary `where` itself takes. - `Opts.unknown(value, accepted) -> { string }` — the keys `value` carries that `accepted` does not name, sorted. - `Opts.nearest(key: string, candidates: { string }) -> string?` — the candidate `key` is most plausibly a misspelling of, or nil. - `Opts.editDistance(a: string, b: string, limit: number) -> number` — single-character edits between two names, capped at `limit + 1`. ## Usage ```luau local Opts = require("@builtin::modules.opts") -- The keys this call reads, named once. local CUBE_OPTS = { "animate", "scale" } function M.cube(name, x, y, z, opts) Opts.check("primitives.cube", opts, CUBE_OPTS) -- primitives.cube: unknown option 'scail'. Accepted: animate, scale. Did you mean 'scale'? -- The spawn target is handed to `entity.spawn`, so it is that call's -- contract a key is checked against — `own` says what this one takes. local e = Opts.forward("primitives.cube", { "opts.scale", "opts.animate" }, entity.spawn, name) -- entity.spawn: unknown option 'size'. Valid options: name, hidden, … -- (primitives.cube itself takes: opts.scale, opts.animate) end ``` A call taking more than one table names which one the key was written in: ```luau Opts.check("primitives.ground", color, { "r", "g", "b", "a" }, "color") -- primitives.ground: unknown option 'red' in color. Accepted: r, g, b, a. Did you mean 'r'? ``` ## Notes - Refusals raise at level 0: the message is the whole error, so a caller reads the contract rather than the line inside the library that checked it. - A key of any type is reported by how it is written, so the positional form of a named shape (`{ 200, 50, 50 }` for `{ r = , g = , b = }`) names its indices rather than passing as a table with nothing the call reads. - `nearest` is case-insensitive, and a candidate containing the key scores by how much longer it is, so `roughnes` prefers `roughness` over `clearcoat_roughness`. How far a plain misspelling may stray scales with the key's own length — a four-letter key admits two edits, a longer one three — so a short key is not answered with an unrelated short name. - Equal scores go to the shorter candidate, then the alphabetically earlier one, so the answer never depends on the order candidates were listed in. - `forward` matches the phrase both this module and the engine's own option checks use for the condition (`unknown option '<key>'`). Every other error passes through as raised.
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assettype · born here
❒asset
# assetType (asset type) An asset type says what a kind of asset is: the files an asset of the kind is made of, the code that gives it behaviour, the interface a person uses to work with it, and how it is found, pictured and checked. A `<typename>.assetType/` folder declares a type called `<typename>`, and every `<name>.<typename>/` folder is an asset of it. `assetType` is itself a type, so a type is an asset like any other: it is created, versioned, installed and contributed the same way. ## Making a type `asset.create("assetType", "<typename>")` scaffolds a type. The type registers the moment its folder is written, anywhere under `/zero/source/`, and from then on `<name>.<typename>/` folders are its assets. An asset of a type that is not registered yet is not an asset, so make the type first. A type folder is a root: `~.x` in any file inside it names the type's own `x`, wherever the type is installed. Keep the type's whole implementation inside its folder and reach it that way. What a type folder must hold is set by this type's own `type.yaml`, the same way every type's `type.yaml` sets what its assets hold. `asset.validate` on a type reports anything missing, and the scaffold produces a folder that passes. ## What sets your type's schema (`type.yaml`) `type.yaml` is the structural contract every asset of the type is checked against. The keys below are the ones the engine reads; a key not listed here is ignored. | Key | What it controls | |---|---| | `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. | | `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. | | `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. | | `is_container` | Whether the suffix stays in the identities of what the asset holds. | | `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. | | `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. | | `is_text_default` | Whether the asset's files are text unless stated otherwise. | | `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. | | `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. | | `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. | | `files: { required, optional }` | The files an asset holds (below). | | `allow_unlisted` | `false` reports every file the type does not declare. | | `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. | | `settings:` | Typed per-asset settings (below). | | `inspector:` | The interface people use for the type and its assets (below). | | `preview:` | How an asset is pictured (below). | | `references:` | Names of other assets the type's files carry (below). | | `indexing:` | What search reads for each asset (below). | | `describe:` | How a missing description is generated (below). | ### The files an asset holds Each entry under `files.required` or `files.optional` is `{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches within one segment. Entries that share a `one_of_group` are satisfied by any one of them. `content` lists checks on the file's bytes: | Check | Passes when | |---|---| | `non_empty` | the file has content | | `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape | | `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML | | `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") | Each check takes a `message`, which is what the author is told when it fails. ### Settings `settings: { values, schema: { type | instance, export? } }` gives every asset typed settings. `values` names the file an asset's values live in; `schema.type` declares one schema for the whole type, and `schema.instance` names a file each asset declares its own in. `asset.create` writes the resolved values, and a write to the values file reaches `onChange` with what changed. ## The human side (`inspector.luau`) A type is used by people through its Inspector, and without one the type is usable only from code. The Inspector is the type's interface for a person: for a procedural graph it is the graph editor, for a kit it is the tracking view of what the kit holds and what is still missing. Writing it is part of writing the type. `inspector: { type, instance? }` in `type.yaml` names the files. `type` is the interface for the type itself and for its assets; `instance` names a file an asset may ship to add its own. Each returns: ```luau return { sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } }, replace = { contents = { ... } }, -- replace a default section by id order = { "graph", "contents" }, -- section order } ``` `build(ctx)` receives the asset and builds the section. A section's `title`, and the text its rows carry, is a string or an `i18n.text` value read from a catalog (`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType", ...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a type that names no inspector, or names one that does not load, reports it. ## Say what your type is for (`about.yaml`) Every type carries an `about.yaml` that says what the type is for, in three plain-language texts: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game, in the words a game maker uses. Up to 800 bytes. - **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes. - **`usage`** is what a person or an agent does with one. Up to 1200 bytes. Write about the type as a whole, not one asset of it, and say what it does now. Agents read these texts to learn when to reach for the type and how; people searching find the type by them. The scaffold starts each text with `[[describe]]` and a note on what to write; a text that still starts that way counts as not written. `services describe` can write them. They show up in `asset.inspect` as `detail.about`, in `assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide, and at the top of the type's Inspector. ## Ask your assets to say what they are A type can require each asset to carry a description: a file, written by the author or generated, saying what the asset is and what it is for. Declare it with a `described` check: ```yaml files: required: - path: "README.md" kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` A file that is missing, empty or still has a line starting with `[[describe]]` fails the check, and so does a YAML file whose named `keys` are missing or over their `max_bytes`, or a Markdown file missing a named heading. `asset.validate` names the asset, and a push that carries it is refused with `message`. `services describe` finds such assets and writes their descriptions. `describe:` steers what is generated: ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` An example is an asset of your type whose description is a true, written one, never a placeholder and never the asset being described; with none, leave `examples` empty. A type whose assets the model cannot perceive (a sound, a motion) says so in `guidance`, and the description is drawn only from what the asset's own files state. Start the file unwritten in your `template/`: a heading and one line starting with `[[describe]]`, never example content, which every new asset would carry verbatim. A type whose assets say what they are through their own content (a mesh, a texture) declares no check. ## The type's code (`behavior.luau`) `behavior.luau` returns one table. These are the keys the engine reads from it; anything else on the table is the type's own. ### What the type's assets can do | Key | Shape | What the engine does with it | |---|---|---| | `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. | | `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. | | `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. | | `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). | | `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. | | `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. | Some `ref` names mean the same for every type, and the engine calls them: - **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below). - **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below). - **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe. - **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints. - **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode. Some names are answered for every asset before the type is asked, so a `ref` entry of the same name is never reached: `getSource`, `getBytes`, `getText`, `exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. ### When the engine calls the type | Hook | Signature | When it runs | |---|---|---| | `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. | | `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. | | `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. | | `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. | | `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. | | `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. | | `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. | ### Settings hooks | Hook | When it runs | |---|---| | `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. | | `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. | | `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. | | `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. | | `settingsHealed(values, stored)` | On a read, to repair stored values. | | `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. | `creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options that are inputs to the type rather than settings. ### Reloading An edit to `behavior.luau` reaches existing assets with no restart. ## How an asset is pictured (`preview:`) | `kind` | The picture is | The type provides | |---|---|---| | `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` | | `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order | | `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` | | `custom` | whatever `ref.preview` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` `angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop and the framing, so an asset pictures the same in every world. A type with no `preview:` that defines `instantiate` still answers `ref:preview()`. A picture is rendered when something asks to view it (the editor showing the asset, `ref:preview()`), when previews are generated on request (`assets.generatePreviews`), and when the asset is staged. An edit alone renders nothing. The picture records what it was made from, so a stale one is told from a current one. ## The names your type's assets hold (`references:`) Where your type's own format or API carries the name of another asset, declare it here: ```yaml references: keys: # a top-level key of the type's files that holds a name, or a table of them - { key: "shader", type: "shader" } args: # an argument of a call, counting from 1 - { call: "g:node", position: 2, type: "procNode" } fields: # a field of the options table a call takes - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same from a script. ## What search reads (`indexing:`) `indexing:` is how assets are found. Search reaches an asset only through what its type's `indexing:` names, and adds nothing of its own. That includes you: an asset indexed badly is one you cannot find later, when you are making something else and need it. A type whose assets are never looked for says `indexing: none`. ```yaml indexing: data: # text, read from the asset's files - role: identity extractor: verbatim source: { file: "README.md" } - role: interface extractor: symbols source: { files: ["init.luau"] } - role: implementation extractor: verbatim source: { files: ["init.luau"] } content: # the picture - role: identity modality: image source: { file: "preview.png" } facets: # what a query filters and re-ranks by file: ".metadata" rigged: { type: bool, from: { components: { contains: SkinnedModel } } } roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } } ``` **Roles.** Each `data` and `content` entry has a `role`, and a query matches in two slots: - **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is. - **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both. Ask what a person would recognise an asset of the type by, and what it does, and point each role at the file that says it. For text, that is the asset's description: the file your template starts with a `[[describe]]` block, which the author writes or `services describe` fills in (see "Ask your assets to say what they are"). **`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`. Never index a file name (`source: { field: name }`): one or two words carry nothing to match. **`content`.** `modality: image` embeds the picture itself, so a text query matches what the asset looks like. A type whose assets are looked at makes the picture its identity. **`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded whole, so keys nobody declared in it are still found. Each further key is computed for every asset and states a value for every one, including `false`: a file can imply "not rigged" but never say it, and a query separates rigged from unrigged only because the unrigged ones say `rigged: false`. A key is `{ type: bool | number | enum, filter?: range, from }`, where `from` is `{ file, field }` (a field of one of the asset's files, dotted for nesting), `{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the asset's entities carry). ## What blocks a push A push checks every asset it carries against its type. These refuse it: - a required file that is missing, a `content` check that fails, a `described` file not written yet; - an error from the type's `validate`. Unlisted files and warnings do not. A `described` file blocks only a push that changes the asset. When a push is refused, the message names each asset and what it lacks. `world.publishBlockers()` and `zm status` read the same list without pushing. ## Typing a result from the asset (`refShapes`) A `ref` method whose result depends on the asset (one entry per child folder, per row of a config, per control a map declares) can only be annotated as `{ [string]: Thing }`, which accepts any key. `refShapes` states the result for each asset instead: a function returning a Luau type expression for that asset, and the module whose types the expression uses. Read the asset; never run it. ```lua -- inputMap.assetType/behavior.luau M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` is checked and `map.noexisting` is reported. A per-asset type applies where the call site names which asset: a component field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`. `asset.resolve(name, category)` carries only the category, and a name computed at runtime carries nothing, so calls on those keep the declared return. The type belongs to the call's result: index it there, or bind what you need from it there, and the names stay checked. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows what was published: `categories` (each type's method surface) and `returns` (per-asset results by identity, then method). An identity missing from `returns` was never published. Results are recomputed when an asset is written; at most 64 assets of one type are read. ## Putting an asset in a scene (`ref.instantiate`) A caller writes one piece of code against every instantiable type, so what `instantiate` returns is fixed: ```lua local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- compose the asset under `root`, now return Instantiable.result(self, root, idMap) end, } ``` **In.** `target` is the entity the asset lands under, or onto for a hierarchy type; with none, the type spawns a new root. `position`, `rotation` (three numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the same for every type: `Instantiable.root` applies them to a root you make, `Instantiable.place` to one you adopt. Document any options of your own in the hook's `--!arg` docs. **Out.** `(root, idMap)`. `root` is the composed root, live when you return: build synchronously, never defer to a component's `awake`. `idMap` maps each original id to the spawned one, so a component that composes the asset again on every load can pass it back in and keep references into the composition. Every call goes through `Instantiable.result`, which refuses a root that is not live and turns a missing `idMap` into `{}`. ## Inspecting an asset (`ref.inspect`) `asset.inspect(ref)` builds a record every asset shares (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls `ref.inspect(self)` for the type's own `detail`: ```lua M.ref = { inspect = function(self) -- read the asset's own files, never runtime state: inspect works on an asset -- that has not been compiled, uploaded or registered return { --[[ what makes this asset what it is ]] } end, } ``` Without it, the record is the shared part alone, and an agent inspecting the asset learns nothing of what it is. A hook that raises leaves `detail` empty and sets `record.warning`. ## Discovery - `asset.list("assetType")`: every registered type. - `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts. - `asset.resolve("<typename>", "assetType")`: the type itself.
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# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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# preview.derive The worker entries of the `<type>.preview` derive hooks that `preview` registers for every asset type with a preview recipe. - `fingerprint({ snapshot })` answers the digest of the snapshot's fingerprint lines, the value `preview.inputsFingerprint` states for the same content. - `compute` raises: a preview renders on the engine thread, through `preview.renderForReservation`, which the hook names as its `engineCompute`. ```luau local fingerprint = require("modules.preview.derive").fingerprint({ snapshot = snapshot }) ```
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars, with a chomping indicator (`-` strips the final newline, `+` keeps every trailing blank line, none keeps one newline) and an indentation indicator (`1`-`9`: the content's indent past the parent's), in either order (`|-`, `>+`, `|2`, `>1-`). A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), a block-scalar header it cannot read (`|x`, `|-+`, `|0`), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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backing path · assetTypes/assetType.assetType/shared.module/ref.module

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