Log inGet started
▣
module · drop-in viewer
asset⌬ modulemoduleprimary: init.luau·part ofmodule preset.module·originates fromworld 07158574-5…

defaults

The Preset Manager: the world's ordered `[[presets]]` rows in `/zero/source/.world_settings`. A row names one declarer (`target`), one preset for that declarer (`preset`) and a path glob (`filter`). When something a declarer governs is created — an asset of an assetType, an impor…

by◐lumi·posted 10d ago
What it does

defaults

The Preset Manager: the world's ordered [[presets]] rows in /zero/source/.world_settings. A row names one declarer (target), one preset for that declarer (preset) and a path glob (filter). When something a declarer governs is created — an asset of an assetType, an import an importer runs, a component added to an entity — the first row naming that declarer whose filter matches the new thing's path gives a layer of its settings. Rows are read only at creation.

A component row's filter reads the entity's hierarchy path (names from the root down, joined with /). What a scene build's capture scope adds takes the rows in any mode, whoever runs the build; outside a build, a component takes a row when it is added in edit mode. A component put back from existing content takes none: one added inside materializing (a saved scene, a peer's record, a template clone, a bundle's hierarchy, a build's records), and one a component's own code adds outside a build, on any coroutine that code runs. A scene build records which fields the rows gave each component, and a rebuild restates a component only when the code states it differently, so a row edit alone changes nothing a build already placed.

Rows are written as guid envelopes and checked as a whole. A row is refused when its target does not resolve, is consulted at no creation, or declares no settings; when its preset does not resolve, is not a preset, or targets another declarer; or when its filter is not a string. A write replaces the [[presets]] block and keeps the rest of the file byte for byte.

The row format

[[presets]]
target = { __ref = "8cc28fc8-ed63-48ee-83a6-15f4192e27e1", type = "importer", name = "texture" }
preset = { __ref = "0b6c1f0e-5d0c-4d5e-9d64-3c1b7f2a9e11", type = "preset", name = "pixel_art" }
filter = "sprites/**"

target and preset are guid envelopes: __ref is the guid, and type and name tell a person reading the file what it names. A row written by hand may name either by identity or guid; the next write rewrites it as envelopes. .world_settings's .refs pins each row's target and preset by guid.

Matching

For a new thing a declarer governs, the rows are read in order and the first naming that declarer whose filter matches the thing's path applies; the rest are not consulted. A filter is a glob (preset.glob) over the path relative to /source with forward slashes, or an entity's hierarchy path for a component row; the empty filter matches everything, and a filter that is not a string matches nothing. A matching row whose preset does not resolve, or targets another declarer, is the match and contributes nothing, with one warning. A preset value the declarer's schema rejects is left out and the rest apply.

Sync

The rows are part of .world_settings, so they sync with the world like any other file and every peer reads the same rows. A row applies where the creation happens, when it happens: a peer's edit reaches only what is created after it arrives, and what was created before keeps the settings it was stamped with. A runtime asset lives for the engine process; a peer that started before a row edit keeps its old settings on a re-created runtime identity until it restarts.

Exports

  • Defaults.PATH, Defaults.BLOCK — the file and the array-of-tables name.
  • Defaults.SCHEMA — the block's Field schema, { presets = Field.list(row) }.
  • Defaults.rows() -> { Row } — every row, resolved, with its problems.
  • Defaults.write(rows) — normalise, check, and replace the rows.
  • Defaults.normalize(input) -> StoredRow
  • Defaults.rowProblems(row) -> (problems, targetRef, presetRef)
  • Defaults.consultedAt(declarer) -> "asset.create" | "import" | "component.add" | nil
  • Defaults.relativePathOf(path) -> string? — the path a filter reads.
  • Defaults.match(declarerGuid, relPath) -> (Row?, index?)
  • Defaults.layerFor(declarerGuid, relPath) -> (values?, Match?)
  • Defaults.check(value, constraint) -> (ok, reason) — the presetDefaultRow constraint.
  • Defaults.removeAt(index) — remove one row, writing every other row back as the file holds it.
  • Defaults.importerSettings(importerRef, sourcePath) -> (settings, Match?)
  • Defaults.materializing(fn, ...) -> ... — run fn with no row reaching a component add.
  • Defaults.entityPath(id) -> string — the hierarchy path a component row's filter reads.
  • Defaults.forComponent(entityId, typeName, data?) -> data? — the data a component add takes.
  • Defaults.batchLayers(targets, typeName, data?) -> { { targets, data } } — a batch add split into runs.
  • Defaults.resolveValue(v) -> AssetRef? — a row value as the asset it names.
  • Defaults.recordingStamps(fn, ...) -> (stamps, ...) — run fn and return what the rows gave the components a capture scope added meanwhile, per stampKey.
  • Defaults.stampKey(entityId, componentGuid, instanceName?) -> string

The preset global exposes the rows as preset.defaults, preset.setDefaults, preset.addDefault, preset.removeDefault and preset.defaultFor.

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 PresetDefaults The Preset Manager: the world's ordered `[[presets]]` rows in `/zero/source/.world_settings`. A row names one declarer (`target`), one preset for that declarer (`preset`) and a path glob (`filter`). When something a declarer governs is created — an asset of an assetType, an import an importer runs, a component added to an entity — the first row naming that declarer whose filter matches the new thing's path gives a layer of its settings. Rows are read only at creation.

Model

presetApi( ) → any

The `preset` global. This module is required by `preset.module` itself, so the global is read when a function runs rather than when the module loads.

version( ) → number

The content version of the rows file: the engine's own count for `.world_settings`, which moves the moment any change of the file lands, whatever made it, and at no other time.

examples

local v = Defaults.version()

storedRows( ) → void

presetValues(presetRef: any) → void

`preset.values(ref)` under pcall: `(ok, values, report)`, or `(false, reason)` when the `preset` global is not installed.

argtypedescription
presetRefany

filterProblem(filter: any, consulted: string?) → string

Why a filter cannot be read as written, or nil when it can. A filter reads the path under /source with forward slashes, relative, e.g. `sprites/**`. A component row's filter reads the new component's entity hierarchy path instead: names from the root down, joined with forward slashes.

argtypedescription
filterany
consultedstring?

pinOf(literal: string) → any

The pin `.world_settings`'s `.refs` records for `literal`, or nil.

argtypedescription
literalstring

resolveValue(v: any) → any

A row value — an envelope, a guid or identity string, or an AssetRef — as the asset it names: by an envelope's guid, else by the guid the file's `.refs` pinned for the string, else by the string itself.

argtypedescription
vany

resolveValue(v: any) → any

A row value as the asset it names: an envelope by its guid, a string by the guid `.world_settings`'s `.refs` pinned for it, else by the string itself as an identity or guid.

argtypedescription
vanyAn envelope, a guid or identity string, or an AssetRef-shaped `{ path, type }`.

examples

local ref = Defaults.resolveValue(row.target)

spelled(v: any) → string

argtypedescription
vany

consultedAt(declarer: any) → string

Where a declarer's settings are consulted when something it governs is created: `"import"` for an importer, `"component.add"` for a component, `"asset.create"` for an assetType that declares one schema for every instance. Nil for any other asset.

argtypedescription
declareranyThe declarer's AssetRef.

examples

Defaults.consultedAt(asset.resolve("@builtin::importers.texture")) --> "import"

rowProblems(row: any) →

Every problem that keeps a row from applying, and the declarer and preset it resolves to.

argtypedescription
rowanyA stored row or a row input.

examples

local problems = Defaults.rowProblems({ target = "@builtin::importers.texture", preset = "pixel_art" })

normalize(input: RowInput) → StoredRow

A row input as the row a world stores: its target and preset as guid envelopes, its filter as a string. An absent target is the preset's own. A target that does not resolve is kept as written so `rowProblems` names it; a preset that does not resolve raises.

argtypedescription
inputRowInput`{ preset, target?, filter? }`; preset and target take an AssetRef, envelope, guid or identity.

examples

local row = Defaults.normalize({ preset = "pixel_art", filter = "sprites/**" })

check(value: any, _constraint: any) →

The `presetDefaultRow` constraint's validator: a row passes when `rowProblems` finds nothing.

argtypedescription
valueanyThe row.
_constraintanyThe constraint descriptor.

examples

local ok, why = Defaults.check(row, { kind = "presetDefaultRow" })

rows( ) →

The world's rows, in order, each resolved and with every problem that keeps it from applying.

examples

for _, row in ipairs(Defaults.rows()) do print(row.index, row.targetName) end

writeRows(before: string, after: string) → void

Write the rows file, raising when the write does not land. While an undo operation is open the write is recorded into it, so undoing the operation restores what the file held before.

argtypedescription
beforestring
afterstring

write(inputs: { RowInput }) → void

Replace the world's rows. Every input is normalised and the whole set checked first; any problem refuses the write, naming every one. The `[[presets]]` block is replaced and the rest of the file kept.

argtypedescription
inputs{ RowInput }The complete ordered rows.

examples

Defaults.write({ { preset = "pixel_art", filter = "sprites/**" } })

removeAt(index: number) → void

Remove the row at `index` and write every other row back exactly as the file holds it — neither re-normalised nor checked, so a row can be removed while another is broken.

argtypedescription
indexnumberThe row's index, as `rows()` reports it.

examples

Defaults.removeAt(2)

relativePathOf(path: string) → string

The path a row's filter reads for `path`, without a leading slash: the path under `/source` for a durable path, the path under `/zero/runtime/assets/` for a runtime asset. Nil for any other path.

argtypedescription
pathstringA VFS path.

examples

Defaults.relativePathOf("/zero/source/sprites/hero.png") --> "sprites/hero.png"

rowTargetGuid(i: number, r: StoredRow) → string

The guid of row `i`'s target. Each row's target is kept for the rows file's current parse once it resolves; a row whose target does not resolve is asked again, on its own.

argtypedescription
inumber
rStoredRow

match(declarerGuid: string, relPath: string) →

The first row naming `declarerGuid` whose filter matches `relPath`.

argtypedescription
declarerGuidstringThe declarer's guid.
relPathstringThe new thing's path, as `relativePathOf` gives it.

examples

local row, index = Defaults.match(asset.guid(importer), "sprites/hero.png")

warnOnce(index: number, reason: string) → void

argtypedescription
indexnumber
reasonstring

layerFor(declarerGuid: string, relPath: string) →

The layer the Preset Manager gives a new thing `declarerGuid` governs at `relPath`, and the row that gives it. A matching row whose preset does not resolve, or is for another declarer, gives no layer and says why.

argtypedescription
declarerGuidstringThe declarer's guid.
relPathstringThe new thing's path, as `relativePathOf` gives it.

examples

local values, match = Defaults.layerFor(asset.guid(importer), "sprites/hero.png")

importerSettings(importerRef: any, sourcePath: string) →

An importer's settings for importing `sourcePath`: its own values with its first matching `[[presets]]` row (the filter read against the source path under `/source`) laid over them, a struct group field by field.

argtypedescription
importerRefanyThe importer.
sourcePathstringThe source file being imported.

examples

local s = Defaults.importerSettings(asset.resolve("@builtin::importers.texture"), "/source/sprites/hero.png")

threadKey( ) → any

materializing(fn: (...any) →

Run `fn` with no Preset Manager row reaching a component add on this thread — for code that puts back a component that already existed (a peer's record, a saved scene's record, a template's clone).

argtypedescription
fn(...anyThe function to run.

examples

Defaults.materializing(function() entity(id).component.add("Model", saved) end)

entityPath(id: string) → string

An entity's hierarchy path: its ancestors' names from the root down and its own, joined by `/`. A nameless entity contributes its id.

argtypedescription
idstringThe entity id.

examples

Defaults.entityPath(id) --> "level/props/crate"

inComponentCode( ) → boolean

True while the running code is a component's own: a lifecycle callback or anything it runs, on whatever coroutine and after any yield. The engine tracks that context per task and puts it back on every resume. What a component's code adds is reproduced from that component on every load, so it is never new.

componentNamed(typeName: string) → any

The component asset `typeName` names. A resolved one is kept for the rows file's current parse; a name that resolves to nothing is asked again, since the component can register later.

argtypedescription
typeNamestring

someRowNames(comp: any) → boolean

Whether some stored row names the component `comp` as its target.

argtypedescription
company

componentLayer(entityId: string, typeName: string) → void

The component `typeName` names and the row layer it takes on `entityId`, or nil when no row applies to a component added now. A world with no rows, or none naming this component, answers before the entity's path is built. What a scene build's capture scope adds is new scene content and takes the rows in any mode, whoever runs the build (a `SceneModule` placement builds from its own lifecycle). Outside a build, an add takes them in edit mode unless a component's own code makes it.

argtypedescription
entityIdstring
typeNamestring

layUnder(schema: any, base: { [string]: any }, over: { [string]: any }) → void

`over` laid over the row's `base` values under `schema`: a field `over` names takes the caller's value itself, and a struct field both hold as tables merges field by field. Only the row's own values are copied, so the caller's values — an entity reference, a vector, a table — reach the component as the caller passed them.

argtypedescription
schemaany
base{ [string]: any }
over{ [string]: any }

stampKey(entityId: string, componentGuid: string, instanceName: string?) → string

The key `recordingStamps` files a component instance under: its entity, its component's guid and its instance name (empty for an anonymous one).

argtypedescription
entityIdstringThe entity.
componentGuidstringThe component's guid.
instanceNamestring?The instance name, or nil.

examples

local key = Defaults.stampKey(id, asset.guid(asset.resolve("Model", "component")), nil)

recordingStamps(fn: (...any) →

Run `fn` and return, before its own results, what the Preset Manager rows gave the components added on this thread while it ran inside a capture scope: per `stampKey`, the fields the row gave that the add's caller did not state, sorted — a field of a group the caller stated only partly as `group.field`.

argtypedescription
fn(...anyThe function to run.

examples

local stamps, ids = Defaults.recordingStamps(entity.capture, builder)

rowGivenPaths(values: { [string]: any }, data: { [string]: any }?, prefix: string, out: { string }) → void

The fields of `values` that `data` leaves for the row to give, as paths: a field the caller did not state at all by its name, and the part of a group the caller stated only partly by `group.field`, at whatever depth it nests.

argtypedescription
values{ [string]: any }
data{ [string]: any }?
prefixstring
out{ string }

recordStamp(entityId: string, comp: any, data: { [string]: any }?, values: { [string]: any }) → void

argtypedescription
entityIdstring
company
data{ [string]: any }?
values{ [string]: any }

layered(comp: any, values: { [string]: any }, data: { [string]: any }?) → void

The data an add takes from the row layer `values` of `comp` under the caller's `data`.

argtypedescription
company
values{ [string]: any }
data{ [string]: any }?

forComponent(entityId: string, typeName: string, data: { [string]: any }?) →

The data a component add of `typeName` to `entityId` takes: `data` as given, or a new table holding the first matching row's values with `data`'s own values laid over them, field by field. The row is read when the component is added; a row edited later changes no component already added. A row applies to what a scene build's capture scope adds (`entity.capturing()`), in any mode and whoever runs the build, and outside a build in edit mode. A component put back from existing content takes none: one added inside `materializing`, and one a component's own code adds outside a build, on any coroutine it runs. The component's own `public` defaults fill whatever neither states.

argtypedescription
entityIdstringThe entity the component is added to.
typeNamestringThe component type.
data{ [string]: any }?The values the caller passed, or nil.

examples

local data = Defaults.forComponent(id, "Model", { model = "cube" })

batchLayers(targets: { any }, typeName: string, data: { [string]: any }?) →

The targets of a batch component add split into runs by the data each takes: consecutive targets the same row reaches (or no row reaches) share one run, each with the data `forComponent` gives its members. Adding the runs in order adds the targets in the order given. A world whose rows name nothing for `typeName` gives one run of every target.

argtypedescription
targets{ any }Entity ids or proxies.
typeNamestringThe component type.
data{ [string]: any }?The values the caller passed, or nil.

examples

for _, g in ipairs(Defaults.batchLayers(ids, "Model", {})) do print(#g.targets) end
⌬ Types
Envelope = { __ref: string, type: string?, name: string? }RowInput = { preset: any, target: any?, filter: string? }StoredRow = { target: Envelope | string, preset: Envelope | string, filter: any }Row = {Match = {

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.

51+items
·
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. 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()`. Globals leak across reloads. 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**.
▲ 0↑ born
▣
module · born here
❒asset
# assetType.shared.settings Resolves four questions about an asset's typed settings, all answered from its type's `type.yaml` — nothing here is found by convention. ```lua local Settings = require("@builtin::assetTypes.assetType.shared.settings") -- or, from inside the assetType runtime: local Settings = require("@builtin::assetTypes.assetType.shared").settings ``` ## Where does a type's schema live? `type.yaml` names it in a `settings:` block: ```yaml settings: values: "settings.yaml" # where an instance's own values live schema: { type: "settings.luau" } # one schema for every asset of this type ``` or, for a type whose settings differ per instance (an importer): ```yaml settings: values: "settings.yaml" schema: { instance: "settings.luau" } ``` or, for a type whose schema is a table its instance's own source declares and whose values live elsewhere (a component: its `public` fields, valued on each entity it is on): ```yaml settings: schema: { instance: "init.luau", export: "public" } ``` Whether an instance may lack its schema file is what the type's `files:` block says of that file. Listed under `files.optional`, it may be absent, and an instance without it declares no settings — the importer type lists it there, since most importers take none. Listed under `files.required`, or not listed at all, it must load, and an instance missing it is a broken declaration and is logged. `schema.type` is required at the folder relative to the TYPE's own `.assetType/` directory (one schema shared by every instance). `schema.instance` is required relative to each INSTANCE's own folder (`init` resolves the instance's own identity; anything else is a sibling module under it). Without `schema.export`, the file is required as a module and its return value IS the schema. With `schema.export`, the file is run in an environment of its own and `export` is read from a returned table carrying it, or else from the globals the file assigned — a component's `public` is such a global. That environment reads through to `_G` and takes every write itself; its own `_G` is itself, its `declare` and `computed` record into it, and its `task` records spawned, deferred and delayed work instead of starting it. Every other global is the real one, so a call the file makes through one runs as it does anywhere. The schema is the declared table's Field descriptors. A schema that resolves to nothing says why through `Settings.schemaProblemOf(ref)`: the file could not be read, compiled or run, or declared no such table. An instance schema is read again when its file, its type's `type.yaml`, or the entry file of any module the asset `require`s changes. `Settings.blockFor(typeName)` returns the raw block; `Settings.schemaForType(typeName)` and `Settings.schemaOfInstance(ref)` resolve the two schema shapes respectively; `Settings.schemaFor(ref)` tries the type-level schema first, falling back to the instance-level one. `ref` naming an assetType asset itself — e.g. `asset.resolve("texture", "assetType")`, rather than an instance of it — reports that type's own declared schema, the same one every instance of it reports. ## Where do an asset's values live? `settings.values` names a file living beside the asset's own content — `Settings.valuesPathOf(ref)` joins it onto the asset's path. `Settings.valuesOf(ref)` / `Settings.writeValues(ref, values)` read and write it; this module only names where it is. A type that declares its schema with no `settings.values` keeps no values in the asset — a component's live on each entity it is on — so `valuesOf` answers nil for it, `asset.create` refuses a `settings` table for it, and `asset.setSettings` refuses a write. `Settings.recordedWrite(path, text)` writes a file the way every values file is written, and an editor uses it for any other file it writes. It writes the whole contents, records the write into the open undo operation when one is open (so undoing it restores what the file held), and raises when the write does not land. ## In what order are a schema's fields declared? Every `Field.*` constructor stamps its descriptor with `declaredOrder`, one more than the last. Luau evaluates a table constructor's entries in the order they are written, so `Settings.orderedNames(schema)` lists a schema's fields — and a struct's subfields — in the order the source writes them. A values file, or a legacy `.metadata` settings block, may hold an older spelling — a renamed field, an older enum member. Every read passes what is stored through the type's `normalizeSettings` (`Settings.normalizeFor`), so it answers in the fields the schema declares today, and writes nothing. The next local edit of that asset rewrites the file in the declared spelling (`Settings.healLegacyIfNeeded`). `asset.setSettings(ref, patch)` writes a partial patch: `Settings.resolvePatch(ref, patch)` normalises it, merges it over the current values and applies the type's derived defaults for the fields it changed, and `Settings.writeValues(ref, values, patch)` applies the corrections, checks the schema and writes the file. ## How is a new asset's settings resolved at creation? `asset.create` calls `Settings.resolveForCreate(typeName, name, destPath, creationOpts, callerSettings, importerSettings)` before running the type's `onCreate`, checks the result against the schema, writes it to the values file, and hands `onCreate` a COPY of it as `opts.settings` (`Settings. cloneValues`) — never the same table the values file gets, so nothing `onCreate` does to its own copy can reach what was stamped. `onCreate` reads settings from `opts.settings` and never writes to it. `asset.create` also seeds the change baseline with the stamped values (`Settings.seedChangeBaseline`), so the values file's own first dispatch reports nothing changed and the payload `onCreate` encoded is the only encode a create runs. The layers, lowest priority first, each overriding the ones before it field by field: 1. The schema's own declared defaults (`Settings.defaultsOf`). 2. The type's own `settingsDefaults(name, opts, asked)` hook, when its `behavior.luau` exports one. `asked` holds what layers 3 to 5 name, so a default can follow a field one of them sets. 3. The Preset Manager's matching row (`Settings.presetLayerFor`). 4. The creating importer's settings for this type. 5. The `settings` table the caller passed to `asset.create`. 6. The type's own `settingsDerivedDefaults(values, explicit, changed)` hook, when its `behavior.luau` exports one — a field whose default follows another field, set only when no layer from 2 to 5 named it. 7. The type's own `settingsCorrections(values, name, opts)` hook, when its `behavior.luau` exports one — applied last, once every other layer has merged. Layers 2 to 5 are each read through the type's `normalizeSettings`, so a layer naming a field in an older spelling sets the field it names today. `asset.create`'s top-level settings alias accepts those older names too (`Settings.acceptedFieldNames`). Layer 7 is `Settings.applyCorrections(typeName, values, explicit, context)`, the one corrections path every settings write takes — this create chain, and `Settings.writeValues` for every later write (`asset.setSettings`, a type's first-encode seed, the legacy heal). `explicit` names the fields the writer asked for: the caller's `settings` table here, the patch for `asset.setSettings`. A correction lands SILENTLY on a field the writer did not name — nobody asked for that value, so overriding it just states a fact. A correction that contradicts a field the writer named REFUSES the write, naming the field, the value asked for, and why it cannot hold — the same as every other place this codebase refuses an explicit request it cannot satisfy (a `Field.checkSchema` violation, a BC7 alignment error) rather than silently rewriting it into something else. So `asset.setSettings(tex, { compression = "rgba16" })` on a mipped texture stores `generateMipmaps = false` beside it, while `asset.setSettings(tex, { compression = "rgba16", generateMipmaps = true })` is refused. `Field.checkSchema` runs once, over the result AFTER the corrections hook has applied — a bad value nothing corrects refuses the creation. ### Four hooks, four different jobs Every hook is an optional export on a type's `behavior.luau`, alongside `onCreate` / `onChange`. **None is ever handed a table to mutate** — each reads what it's given and RETURNS a table of what it wants changed (or nil); `resolveForCreate`, `resolvePatch`, `applyDerivedDefaults` and `applyCorrections` are the only places that write to the values, by merging what a hook returns the same way every other layer merges. - **`normalizeSettings(values) -> values`** maps every older spelling a stored file or a write may carry to the field and member the schema declares now, returning a new table; a table naming both an older field and its replacement keeps the replacement. The companion export **`normalizedSettingNames = { ... }`** lists the older field names it accepts beyond the schema, so a write naming one is not refused as an undeclared field. `texture.assetType`'s maps the fields its earlier schema stored to `colorSpace` + `compression`, and the older `filter` keywords to `linear` / `nearest`. - **`settingsDerivedDefaults(values, explicit, changed) -> partial?`** answers the values of fields whose default follows another field. At creation `changed` holds every field; on a write it holds the fields the write moved. A returned field applies only where `explicit` — the fields the writer named — does not name it. - **`settingsDefaults(name, opts, asked) -> partial?`** supplies a DEFAULT the schema itself has no syntax for — something only knowable at creation time, like a naming convention, a fact read off a payload the caller handed in, or a value that follows a field a higher layer sets (`asked` holds what the Preset Manager, the importer and the caller name, the higher one's value where two name a field). It runs early (layer 2 above), so any later layer — Preset Manager, importer, caller — freely overrides it. `texture.assetType`'s returns the `textureType` the name suggests (a `_normal`-suffixed name is a `normalMap`), `compression = "uastc"` and `maxDimension = 4096`, with `rgba8` for a `textureType` of `sprite` that a higher layer names; for a pre-encoded ZTEX payload it returns the colour space, compression and sampler the payload's own header carries. Either way, an explicit `settings = { ... }` from the caller still wins. - **`settingsCorrections(values, name, opts) -> (partial?, reasons?)`** enforces a CROSS-FIELD CONSTRAINT the schema itself has no syntax for — a fact about one field that depends on another field's resolved value, true regardless of which layer produced that value. It runs last (layer 7 above), over the fully merged `values`, and again on every later write of the values file. Nothing is left unmet in what gets validated and stamped — but a value the caller explicitly asked for is never silently rewritten to satisfy it; `applyCorrections` refuses instead (see above). The optional second return, `{ [field]: reason }`, supplies the "why" for that refusal message; a field with no reason falls back to a generic one. `texture.assetType`'s returns `{ generateMipmaps = false, maxDimension = 8192, colorSpace = "linear" }` whenever the RESOLVED `compression` is high-precision (the encoder stores one verbatim, linear, and refuses a mip chain or a downsample for it outright), paired with a reason naming the compression, and `nil` otherwise. ## What does a declarer declare? `Field.settingsOf(identity, mode)` embeds another declarer's schema as a struct field without restating it. The identity names one of two kinds of declarer, and `Settings.schemaOfDeclarer(identity)` tells them apart by what `identity` resolves to: - **An assetType** (e.g. `"@builtin::assetTypes.texture"`) — embeds the schema every instance of that type carries, resolved via `schemaForType`. This is the type-level shared schema from the section above, not a per-instance one — an assetType has no settings of its own to declare per instance. - **Anything else** (an importer, or any other asset that declares settings of its own) — embeds that asset's own schema, resolved via `schemaOfInstance`. Every schema this module serves has already run its `Field.settingsOf` fields through this resolution — a caller reading `schema.someField.fields` never sees an unresolved `declarer` with no `fields`. Resolution descends into an already-literal struct's `fields` and a list's `element` the same way, so a declarer embedded several fields deep is still reached. A declarer that embeds itself, directly or through another declarer, stops one level short of the loop instead of recursing forever. ## What are the defaults? `Settings.defaultsOf(schema)` reads every field's declared `default` into a plain table — a field declared without one is absent from the result rather than holding a `nil` value.
▲ 0↑ born
▣
module · born here
❒asset
# glob Path globs for Preset Manager rows. A row's `filter` is matched against the path of the new thing it would apply to. - `*` matches any run of characters inside one path segment. - `**` matches any run of characters across segments. - `**/` matches zero or more whole segments, so `a/**/b` matches `a/b`. - `?` matches one character other than `/`. - Every other character matches itself. A glob matches a whole path, anchored at both ends. The empty glob matches every path. ## Exports - `Glob.match(glob: string, path: string) -> boolean`
▲ 0↑ born
▣
module · born here
❒asset
# toml Pure-Luau TOML parser and emitter. Use whenever a script needs to read or write a TOML file — settings, importer rules, tool configs, or any other authored config the user touches by hand. Auto-injected as the global `toml` by the prelude — no `require` in user code. `vfs.read` returns bytes. JSON has built-in parsing via `json`, but TOML — the format used for `.world_settings`, `pyproject`-style configs, and any human-friendly key=value file — needs a parser. `toml` provides one with no native dependency, so it works the same on native and WASM. ## Exports - `toml.parse(src: string) -> { [string]: any }` — TOML bytes to nested Luau table. Throws with the line number on syntax errors. - `toml.encode(root: { [string]: any }) -> string` — Luau table to canonical TOML bytes (alphabetical section/key order; deterministic output). - `toml.replaceArrayTables(src: string, name: string, rows: { { [string]: any } }) -> string` — replace every `[[name]]` block of a document with `rows` (appended at the end, one block each) and keep every other byte. ## Usage ```luau -- Parse local body = vfs.read("/zero/source/myconfig.toml") local config = toml.parse(body) print(config.render.culling_mode) -- Mutate + write back config.render.culling_mode = "cpu" vfs.write("/zero/source/myconfig.toml", toml.encode(config)) ``` ## Supported TOML - Sections, including dotted (`[a.b.c]`) - Arrays of tables (`[[name]]`, `[[a.b]]`), with sub-tables of a row (`[name.sub]` after `[[name]]`); read as a sequence of tables and written back as one block per element - Key/value pairs with dotted keys (`a.b.c = 1`) - Strings: `"..."` (escaped) and `'...'` (literal); triple-quoted variants for multi-line bodies - Integers (with `_` digit separators) and floats (incl. `inf`, `-inf`, `nan`, exponents) - Booleans (`true` / `false`) - Inline arrays (`[1, 2, 3]`) - Inline tables (`{ a = 1, b = 2 }`) - `#` comments ## Not implemented These are rare in settings/config files; add when a real call site needs them rather than carrying dead code. - Hex / octal / binary integer literals (`0xff`, `0o77`, `0b1010`) - Date / time literals ## Notes - `--!global toml` directive promotes the module's typed functions onto the runtime universe's globals bucket, so `toml.parse` / `toml.encode` are available without any per-source `require`. - The encoder is fully deterministic: sections and keys are sorted alphabetically, integer-shaped numbers are emitted without a decimal point (`2` not `2.0`), and nested tables become dotted section headers (`[a.b]`). - Parser errors carry the line number for fast diagnosis.
▲ 0↑ born
▣
module · born here
❒asset
# target The declarer a preset's values are for: resolved by the guid its target envelope names (pinned in the preset's `.refs`) or by the identity string a hand-written target names, checked against that declarer's current schema, and compared with the checksum the pin recorded. ## Exports - `Target.literalFor(ref) -> string` — the guid a preset pins for `ref`. - `Target.describe(ref) -> string` — `ref`'s identity. - `Target.envelopeFor(ref) -> Envelope` — `{ __ref, type, name }` for `ref`. - `Target.resolve(presetRef, doc) -> Resolved` - `Target.resolveLiteral(literal: string) -> Resolved` - `Target.declarerOfAsset(ref) -> (declarer, schema)` - `Target.isComponentTarget(v) -> boolean` — true for `{ entity = <id>, component = <name> }`. - `Target.declarerOfComponent(t) -> (component, schema, proxy)` — the component asset governing a component on an entity, its schema, and the live component. - `Target.check(schema, values) -> (valid, rejected)` - `Target.valuesOf(presetRef, doc) -> (values, report, resolved?)` — what `preset.values` answers, from a document already read. - `Target.merge(schema, current, patch) -> values` - `Target.refuse(prefix: string, violations)` — raises. Types: - `Resolved = { literal: string, name: string, ref: any?, guid: string?, schema: any?, pinned: boolean, changed: boolean }` - `Violation = { path: string, message: string }` - `Report = { format, target, targetGuid?, pinned, targetChanged, rejected }` ## Usage ```luau local Target = require("@builtin::modules.preset.target") local declarer, schema = Target.declarerOfAsset(texRef) ```
▲ 0↑ born
▣
module · born here
❒asset
# field Single-field component schema builder. Every `public.X` on a component declares its type, default value, and Sync/NoSync replication mode in one place via the `Field.<kind>(default, mode)` constructor that produces a `FieldDesc<T>` descriptor. The engine walks `public` at component registration, extracts each descriptor into the per-component asset-fields + sync registries, runs each asset default through the category-aware resolver, and replaces the descriptor with its unwrapped default so user code reads `public.X` as the value (not the descriptor). This module is exposed as the `Field`, `Sync`, and `NoSync` Luau globals via `--!global` directives. Component authors call `Field.<kind>` and `Sync` / `NoSync` directly without a `require`. `--!global-types` exports `SyncMode`, `FieldDesc<T>`, `AssetRef<C>`, `EntityRef`, and `ComponentRef<T>` to every typed source. ## Exports - `Field.number(default, mode, marker?) -> FieldDesc<number>` - `Field.range(min, max, default, mode, marker?) -> FieldDesc<number>` - `Field.string(default, mode, marker?) -> FieldDesc<string>` - `Field.enum(values, default, mode, marker?) -> FieldDesc<string>` - `Field.bool(default, mode, marker?) -> FieldDesc<boolean>` - `Field.vec2(default, mode, marker?) -> FieldDesc<vec2>` - `Field.vec3(default, mode, marker?) -> FieldDesc<vec3>` - `Field.quat(default, mode, marker?) -> FieldDesc<quat>` - `Field.color(default, mode, marker?) -> FieldDesc<color>` - `Field.entityRef(default, mode, marker?) -> FieldDesc<EntityRef>` - `Field.assetRef<C>(category, default, mode, marker?) -> FieldDesc<AssetRef<C>>` - `Field.dataRef<C>(contract, default, mode, marker?) -> FieldDesc<AssetRef<"data">>` - `Field.componentRef<T>(componentType, default, mode, marker?) -> FieldDesc<ComponentRef<T>>` - `Field.table<T>(default, mode, marker?) -> FieldDesc<T>` - `Field.alias(target, description?) -> FieldDesc<any>` - `Sync` / `NoSync` — string singletons used as the replication-mode argument. Every constructor's trailing `marker` argument accepts the bare `Serialized` marker (unchanged meaning), a plain string read as the field's description, or a `FieldOptions` table carrying `serialized` and/or `description`. Types (global via `--!global-types`): - `SyncMode = "Sync" | "NoSync"` - `FieldOptions = { serialized: SerializedMode?, description: string? }` - `FieldDesc<T> = { __zero_field: boolean, kind: string, default: T?, sync: boolean, serialized: boolean?, description: string?, enforced: boolean, category: string?, componentType: string? }` - `AssetRef<C> = { __ref: string, type: C, name: string, guid: string, identity: string, path: string, primary: string? }` — the envelope `asset.resolve` / `asset.ref` / `asset.list` hand back. The category is in `type`; `primary` is the single content file the resolver found, which `getSource` reads, falling back to `path`. - `EntityRef` — the live entity proxy (`entity(id)` / `entity.spawn()` / `bundle:instantiate()` return it; carries `id`, `name`, `position`, `component`, …). An `entityRef` field accepts a proxy OR a raw id string on write and reads back a live proxy (`.id` for the string, `nil` if unset); the stored/serialised form is the plain id. - `ComponentRef<T> = { __ref: string, entity: string, componentType: T }` ## Usage ```luau -- Inside a `public` block on a component public = { positionX = Field.number(0, Sync), speed = Field.number(5, Sync, "Metres per second at full throttle."), enabled = Field.bool(true, Sync), material = Field.assetRef("material", "@my-library::materials.gold", Sync), source = Field.assetRef("bundle", nil, Sync), target = Field.entityRef(nil, Sync), aimCam = Field.componentRef("Camera", nil, NoSync), idMap = Field.table({} :: { [string]: string }, NoSync), } ``` ## Notes - `Sync` / `NoSync` is REQUIRED on every constructor. Passing `nil`, `true`, `false`, or anything else raises a load-time error so a multiplayer-by-default engine can't silently ship single-player components. - `Field.assetRef`'s `category` argument is inferred as a singleton string type (`C`). Cross-category assignment is therefore a type error: `AssetRef<"mesh">` does not unify with `AssetRef<"material">`. - `Field.componentRef`'s `componentType` argument works the same way — the engine validates the referent's component type at every write. - `Field.table<T>`: pin the shape by ascribing the default, `Field.table({} :: MyShape, NoSync)`. - A live component proxy held in a `Field.table` value, at any depth, is saved in the scene record as its reference: the `{ __ref, entity, componentType }` envelope `Field.componentRef` stores, so a component holding itself saves one envelope naming itself. - `Field.range` and `Field.enum` carry a `constraint` the engine checks on the field's default and on every write, through `field_constraints.module`. A value outside the declared interval or member set is refused with the interval or the whole set named, so what the field reads back is a value its consumer can use. - The engine resolves any string default for `assetRef` through `asset.resolve(identity, category)` at component registration, so the first read of `public.<field>` returns a resolved envelope, not a raw string. - `Field.dataRef` rides the same `assetRef` machinery (category `"data"`) plus a contract gate: every write (and the registration-time default) must resolve to a `.data` instance whose dataType contract chain includes `contract`, checked through the generic field-constraint hook. A rejected write raises and leaves the field's previous value unchanged. - Constrained fields (`Field.dataRef`) are top-level only — declaring one inside `Field.struct` / `Field.list` aborts component registration with an error. - `FieldDesc.enforced` is true exactly for the kinds that carry a `constraint` (`enum`, `range`, `bitmask`, `dataRef`, `taggedRef`, `instantiableRef`) — the field the `field_constraints` hook checks on every write and default. Every other kind reads `enforced = false`.
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```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. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```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>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. 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)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
▲ 0↑ born
▣
module · born here
❒asset
# 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.
▲ 0↑ born
▣
module · born here
❒asset
# preset A preset holds typed values for one declarer's settings schema: an assetType's, an importer's, a component's, or any asset that declares its own settings. `preset.capture` saves the settings something has now, `preset.apply` writes a preset's values into something its target governs, `preset.values` reads them checked against the target's current schema, and `preset.setValues` replaces them, checked first. Exposed as the `preset` global via `--!global preset`. A preset's `preset.yaml` names its target as a guid envelope, `target: { __ref: <guid>, type: <type>, name: <name> }`, which the preset's `.refs` pins by guid with the target's checksum. A target written as an identity string is accepted on read, resolves by identity, reads as unpinned, and is rewritten as the envelope on the preset's next local edit. ## Exports - `preset.values(source: AssetRef<preset>) -> ({ [string]: any }, Report)` — the values that pass the target's current schema, and a report naming every one that does not. - `preset.apply(source: AssetRef<preset>, into: AssetRef | ComponentTarget) -> ApplyResult` — write the valid values into an asset the target governs, or into a component on an entity whose component is the target. Struct groups merge field by field. Raises when another declarer governs `into`. - `preset.capture(from: AssetRef | ComponentTarget, name: string, opts?: CaptureOpts) -> AssetRef<preset>` — save an asset's settings, or a component's live values on an entity, as a new preset targeting the declarer that governs them. A bare name lands in `/source/presets/`; an absolute `.preset` path lands where it says. - `preset.setValues(source: AssetRef<preset>, values: { [string]: any })` — replace the whole values table; any violation refuses the write, naming every one. - `preset.defaults() -> { DefaultRow }` — the world's Preset Manager rows, in order, each resolved with its problems. - `preset.setDefaults(rows: { DefaultRowInput })` — replace every row; every row is checked first and any problem refuses the write, naming every one. - `preset.addDefault(source: AssetRef<preset>, opts?: { filter: string?, at: number? }) -> number` — add a row for the declarer the preset targets; returns its index. - `preset.removeDefault(index: number)` — remove one row, keeping every other row as written. - `preset.defaultFor(declarer: AssetRef | string, path: string) -> ({ [string]: any }?, Match?)` — the values a new thing at `path` would take from the rows, and the row that gives them. Types: - `ComponentTarget = { entity: string, component: string }` — a component on an entity. - `Report = { format: string, target: string, targetGuid: string?, pinned: boolean, targetChanged: boolean, rejected: { Violation } }` — `target` is the target's identity; `pinned` is true when `.refs` pins the target's guid; `targetChanged` is true while the pinned checksum differs from the target's current one. - `Violation = { path: string, message: string }` - `ApplyResult = { applied: { string }, rejected: { Violation }, targetChanged: boolean }` - `CaptureOpts = { overwrite: boolean? }` — `overwrite = true` re-authors an existing preset, keeping its guid. - `DefaultRowInput = { preset: any, target: any?, filter: string? }` — a preset, its declarer (the preset's own target when omitted) and a filter (empty matches everything). - `DefaultRow = { index, target, preset, filter, targetGuid, presetGuid, targetName, presetName, problems }` - `Match = { index, target, preset, path, rejected, problem? }` — the row a creation took and the path it read. ## Usage ```luau -- Capture a texture's settings, then apply them to another texture local p = preset.capture("hero_sprite", "pixel_art") preset.apply(p, "enemy_sprite") -- Apply a component preset to a component on an entity preset.apply("synty", { entity = id, component = "Locomotion" }) -- Capture a component's live values local tint = preset.capture({ entity = id, component = "Model" }, "red_tint") -- Read the values and what the target rejects local values, report = preset.values("pixel_art") for _, v in ipairs(report.rejected) do print(v.path, v.message) end -- Replace the values preset.setValues("pixel_art", { filter = "nearest", generateMipmaps = false }) ``` ## Notes - Every read re-checks the values against the target's current schema, so a value a later schema drops or retypes is reported by path rather than applied. - `asset.create("preset", name, { target = <identity or guid>, values = { ... } })` authors a preset directly, with the same checks as `preset.capture`. - The Preset Manager rows are documented in `preset.defaults`; the filter grammar in `preset.glob`. - Submodules: `preset.document` (the `preset.yaml` format), `preset.target` (target resolution and checking), `preset.heal` (rewriting an older preset document in the current form on a local edit).
▲ 0↑ born
▣
module · born here
❒asset
# 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.
▲ 0↑ born
▣
module · born here
❒asset
# 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 ```lua 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: ```lua 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.
▲ 0↑ born
▣
module · born here
❒asset
# 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 — the bare indicators only. 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 `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), 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).
▲ 0↑ born
▣
module · born here
❒asset
# 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.
▲ 0↑ born
backing path · modules/preset.module/defaults.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.