# Nodebox (asset type)
A nodebox is a namespace folder that groups related `.procNode/` children, the way a toolbox groups
`.tool/` children. A node's name is its folder name inside its box: `points.nodebox/disc.procNode` is
called `points.disc`, and nothing inside the node states that name. Moving or renaming a node is a VFS
move that keeps its guid.
## Where it lives
- Source: `<anywhere>/<family>.nodebox/`, usually inside a `.package`, an effect or a world's content.
- Identity: `<family>` (the `.nodebox` suffix strips).
- Folder shape (open child set):
- `README.md`: what the family is for. Required.
- `.metadata`: description and tags. Required.
- `<node>.procNode/`: any number of nodes.
## How a graph reaches a node
`g.<family>.<node>(args)` resolves the node by its asset identity: the box and the folder name together
(`g.points.disc`), a path (`g["/zero/source/fx/ring.procNode"]`), `~` (the nearest enclosing package,
effect or world root: `g["~/ring"]`) or a short name the asset system resolves (`g.disc`). A name that
matches two nodes is an error naming both; a name that matches none is an error naming the closest nodes.
Each call is recorded in the graph's reference table by the node's guid.
## How to create one
```luau
asset.create("nodebox", "points", { folder = "fx" })
local box = asset.resolve("points.nodebox")
asset.create("procNode", "disc", { into = box })
```
## Discovery
- `asset.list("nodebox")`: every box.
- `asset.inspect("points")`: the nodes in it and what each does.
- `asset.list("procNode")`: every node, in or out of a box.
## In the Inspector
Nodes: how many nodes the box holds, each node's full name and what it does, and a link to each.
# procNode: one reusable step of procedural generation
A `.procNode` is a node authored as content: a folder whose `init.luau` is the node. It
returns `proc.define(function(g) ... end)`, the same function-of-`g` form a `.procGraph` is
written in, so a node is a small graph that other graphs call. Its `g:describe` text says
what it makes and when to use it, its `g:input` declarations are what a call passes, and
what it returns (or declares with `g:output`) is what the call gives back.
```
MyNode.procNode/
init.luau -- the node
README.md -- what it produces, its inputs, its outputs
.metadata -- description and tags
```
## What a node states
- **`g:describe(text)`**: what the node produces and when to use it. It is the text search,
the node catalogue and the Inspector show.
- **`g:input(name, default, opts)`**: one input of the node. The default types it (`Float`,
`String`, `Bool`, `Vec3`, `Color`, `List<T>`, `Record`); `opts` adds `type` (for a default
that does not state one, or none), `description`, `options`, `min`, `max` and `optional`. A
call names inputs in a table, or passes them in declaration order.
- **Outputs**: the returned table names them (`return { geometry = geometry }`), and
`g:output(name, value)` declares one as the node builds. A node with one output answers
that value to its caller; a node with several answers a record by output name; a node with
none answers nothing.
- **Written as literals.** What a node takes and gives is read from its source without running
it, the way search and description read it here and the way ZeroMind reads it, so each
declaration states its values as written: `g:describe` and each `g:input` once, at the top
level of the function, with a literal name, default and options (a file constant holding a
literal, or `asset.resolve("<identity>", "<type>")`, reads as one); outputs named by the table
the function returns, or by `g:output`, the same names on every branch of a condition and never
inside a loop. `asset.interface(node)` answers what the source declares, with each part it
cannot read as a problem, and a push refuses a node with such a problem
(`interface.unreadable`).
- **The body** is the node's work: calls to other nodes, arithmetic over sockets, `for`, folds,
steps and state, as the builder README (`proc.module/builder.module/README.md`) describes.
A node that uses another node is recorded in the graph that calls it, so a node can be built
from nodes.
## How a graph calls a node
A node inside a `<family>.nodebox` is called by its box and folder name:
`points.nodebox/disc.procNode` is `g.points.disc({ ... })`, and nothing inside the node states
that name. A node is also reached by:
- its path (`g["/zero/source/fx/ring.procNode"]`),
- `~`, the nearest enclosing package, effect or world root (`g["~/ring"]`),
- its guid,
- a short name only one node answers to (`g.disc`).
A name that matches two nodes and a name that matches none are errors that name the
candidates. Each call is recorded in the calling graph by the node's guid, so the node travels
with every graph that uses it, and a rename or a move keeps the reference. A `.procGraph` is
called the same way and answers what it returns.
## Nodeboxes
A nodebox is the family a node lives in: a namespace folder grouping related nodes (`points`,
`mesh`, `field`, `terrain`). `nodebox.assetType` describes it. A node placed in a box takes the
box's name as its prefix; a node outside any box is reached by path, `~` or guid.
`asset.create("nodebox", family)` makes a box and `asset.create("procNode", name, { into = box })`
makes a node in it.
## Finding nodes
`asset.list("procNode")` lists every node. The `procgen` toolbox's `searchNodes` finds them by
keyword and by meaning and lists them grouped by family, and its `describeNode` answers one
node's inputs, their types and defaults, and its outputs. Both read what each node's source
declares and run no node. The type's `indexing` recipe embeds a node's README and its source,
so a search by meaning finds it by its description and by its inputs.
## Registration
Every node the asset index lists is known to the procgen registry by what its source declares,
read when it is asked for and read again when the source changes; nothing runs a node to list
it. Its code loads the first time a build runs it. After that, the lifecycle hooks keep it
current: `onChange` loads it again and hot-reloads on an edit, `onDelete` removes it. Editing
`init.luau` cooks again every graph that reaches the node, and only the nodes downstream of the
change do work. `init.luau` is compiled from its current source on each load, so a module it
pulls in uses an absolute require
(`require("@builtin::systems.procgen.proc")`). A graph that references a node which is not
registered errors at load, naming the missing guid. A graph that reaches itself, directly or
through other nodes, errors at cook.
## Content requirements
`README.md` carries real text: what the node produces, its inputs and its outputs. `.metadata`
carries a `description` (what the node computes and the value type it answers) and `tags` (the
family, so search finds it).
## In the Inspector
Operation: the node's id and what it does, its cost and caching when it declares them, and its
inputs and outputs, from the procgen registry's schema for it. A node that did not register says
so.
# 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.
# field.gather (procNode)
A run read at computed elements.
`column` is read at the element each `index` names (counted from 0, held to the run's ends). Built over `fieldc.gather`: the lookup is part of the chain the consumer evaluates.
# proc
Code-authored, graph-backed procedural generation for the Zero engine.
A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by
family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`,
the returned table is the graph's outputs, and `io.output` is how the graph stands in the world.
`builder.module/README.md` holds every rule of that form.
This module owns the whole procedural model: the graph builder + data model,
the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op
implementations. Authored `.procGraph` graphs are persisted via
`procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in
`procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or
`tools.use("procgen", "preview", args)` from a script. Generated
meshes/materials/textures/bundles are persisted through their own `.assetType`.
An op family can also come from outside this package: a `.procPack` asset
registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones
shipped here (`proc.registerPack(name, ops)` is what it registers through, and
what a test or a tool calls to hold a family for the life of one VM).
`terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/`
and covering a whole landscape; `guides { path =
"systems/terrainSystem/documentation/terrain" }` is its guide.
To find out what the registry holds, use the `procgen` toolbox: `searchNodes`
searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and
`proc.schema(id)` are the same answers in-process, for a graph builder looking
something up while it runs.
# math.lerp (procNode)
The blend from `a` to `b` by `t`: `a` at 0, `b` at 1, element by element.
The `lerp` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.mod (procNode)
The remainder of `a` divided by `b` that keeps the sign of `b`, so a repeating pattern wraps the same way on both sides of zero.
The `mod` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.floordiv (procNode)
The quotient of two values rounded down: the `//` operator.
Built from `math.div` and `math.floor`.
# core.raster.read (procNode)
Read a layer of a raster as a column over the field's cells, x fastest then z, each cell optionally taken from a neighbour a whole number of cells away; a read past the edge answers the edge cell.
Built from `core.raster.cells` and the `gather` kernel.
## Inputs
- `raster` (Raster). The raster read.
- `layer` (String). Default `"height"`. The layer read.
- `dx` (Number). Default `0`. Cells along x the read is offset by.
- `dz` (Number). Default `0`. Cells along z the read is offset by.
- `held` (Bool). Default `false`. Read every cell the tiles hold, the cells past the field included, rather than the cells of the field.
## Outputs
- `value`: a Float column over the field's cells, or over the held cells.
- `count`: the cells read.
# core.raster.stencil (procNode)
Measure the shape of a layer around every cell: its slope in degrees or its curvature (the laplacian over x and z).
Built from the `grid` kernel in stencil mode over every stored cell, then `gather` through `core.raster.cells` to a column over the field's cells.
## Inputs
- `raster` (Raster). The raster measured.
- `layer` (String). Default `"height"`. The layer measured.
- `kind` (one of slope, curvature). Default `"slope"`. What is measured: the slope in degrees, or the curvature.
- `held` (Bool). Default `false`. Answer a column over every cell the tiles hold rather than over the cells of the field.
A cell's neighbours are the cells its tile stores around it, so a cell at the edge of the field is measured against the cells the raster holds beyond it.
## Outputs
- `value`: a Float column over the field's cells, or over the held cells.
- `count`: the cells measured.
# core.raster.blend (procNode)
Blend a value into one layer of a raster, cell by cell, by a weight, over every cell the tiles hold (the cells of the field, the cells of a border tile past it and the ring around the tiles): replace, add, take the greater or lesser, or multiply.
Built from `g.field.substitute` (the cell position into `value` and `weight`, each held cell at its own position) and the `grid` kernel in write mode over the raster's tile layout (`MODE = write`, `BLEND = mode`), the patch window starting `apron` cells before the field's first cell and spanning `heldX` by `heldZ`. Every tile that holds a cell, as core or as apron, receives it, so the aprons agree. The weight scales how much of the value is blended in: 0 leaves the cell alone and 1 applies the mode in full.
## Inputs
- `raster` (Raster). The raster written.
- `layer` (String). Default `"height"`. The layer written.
- `value` (Value). Default `0.0`. What is blended in, per cell: a number, a column over the held cells (`core.raster.read` with `held`) or a field of the cell's position.
- `weight` (Value). Default `1.0`. How much of the value applies per cell, 0 to 1.
- `mode` (one of replace, add, max, min, multiply). Default `"replace"`. How the value meets the cell: replaces it, is added to it, or the greater, the lesser or the product of the two is kept.
## Outputs
- `raster`: the raster with the layer written.
# math.where (procNode)
Choose between two values by a condition: `a` where `cond` is not 0, `b` where it is.
The `where` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.shl (procNode)
A whole number shifted left by a count of bits.
The `shl` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.bor (procNode)
The bitwise or of two whole numbers.
The `bor` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.to_int (procNode)
A value truncated to a whole number held as an integer.
The `to_int` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# attribute.copy
Copy a column under another name: `name` stays where it is and `as` holds the same values and the same type beside it. With a `source`, the column is read from that geometry and written onto this one, so the two classes hold the same number of elements; the copy comes out under `as` on the receiving geometry.
## Inputs
- `geometry`: What receives the copy. A copy of it comes out carrying the column under `as`.
- `source`: Where the column is read from. Left empty, the geometry copies its own column.
- `class` (one of: detail, edge, point, primitive, vertex): Which class of elements the column lives on, on both geometries.
- `name`: The column copied.
- `as`: The name the copy takes.
# core.raster.column (procNode)
A layer of a raster as its stored column: the cells of every tile, apron included, tile after tile, each tile `stride` by `stride` cells with x fastest. What a kernel that works tile by tile binds.
## Inputs
- `raster` (Raster). The raster read.
- `layer` (String). Default `"height"`. The layer read.
## Outputs
- `column`: the layer's stored column.
# core.points (procNode)
Points made from columns: a count of points, each attribute given as a column, a field or a constant.
Built from the `make` kernel (`SHAPE = "points"`) for the elements and a point-class write for every entry of `columns`. The call is `g.core.points({ columns = { P = positions, mass = 1.0 }, count = 64 })`; `count` is how many points there are.
## Inputs
- `columns` (Record, optional). The attributes, by name: each a column of the point count, a field evaluated over the points, or a constant. `P` places the points; the other names are carried as point attributes.
- `count` (Number). Default `0`. How many points.
## Outputs
- `points`: the points.
# core.raster.resolve (procNode)
Fold a layer of fixed-point changes into the layer they change: every cell of `delta` holds a whole number of 1/`fixed` units, added to `layer`; `delta` is then zero.
Built from the `gather` kernel reading `delta`'s words as 32-bit integers, `math.to_float`, and a `core.raster.blend` pass that adds them, so every tile that holds a cell takes the result; `delta` is then written zero in every place it is stored. Every cell the tiles hold, the cells past the field included, takes its own change.
## Inputs
- `raster` (Raster). The raster resolved.
- `layer` (String). Default `"height"`. The layer the changes are added to.
- `delta` (String). Default `""`. The layer holding the changes as 32-bit integers.
- `fixed` (Number). Default `65536`. How many integer units make one unit of the layer.
## Outputs
- `raster`: the raster with the changes added and `delta` zero.
# math.vec4 (procNode)
A vector of four components from its parts: numbers, or vectors and runs whose components fill it in order.
The `vec4` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# core.scatter (procNode)
Fold a column into the places an index names: every element sends its value to the element its index names, and each receiver folds what reached it.
Three `scatter` kernel runs (`init`, `fold`, `finish`) over columns of the result's type. The same answer every run for the folds that do not depend on arrival order.
## Inputs
- `values` (Column). The column sent.
- `index` (Column<Int>). For each element, the place it is sent to; an index outside the result sends nowhere.
- `size` (Number). Default `0`. How many places there are.
- `fold` (one of add, mean, min, max, set). Default `"add"`. How values that meet fold: added up, averaged, the least, the greatest, or the one from the greatest source index.
- `fill` (Value). What a place nothing reached holds; zero when left out. With a `fill` the answer is a Field over the places.
## Outputs
- `value`: the folded column, `size` elements of the type of `values`.
# math.to_float (procNode)
A whole number held as a decimal.
The `to_float` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# core.raster.add_layer (procNode)
Add a named layer to a raster, every cell zero; a layer already there is left as it is.
Built from `g.has` over the raster's layers and a point-class column write.
## Inputs
- `raster` (Raster). The raster extended.
- `name` (String). Default `""`. The layer's name.
## Outputs
- `raster`: the raster with the layer.
# core.raster.remove_layer (procNode)
Remove a named layer from a raster.
Built from a point-class column removal on the raster's layers.
## Inputs
- `raster` (Raster). The raster shortened.
- `name` (String). Default `""`. The layer removed.
## Outputs
- `raster`: the raster without the layer.
# field.call (procNode)
A function of a prelude shader module of `kernels/` applied to fields.
The only way a node names device code: `rand`, `noise`, `color` and the modules added beside them define the functions, and this node applies one to its operands as a field a consumer evaluates in the same dispatch as the chain around it. A name stands for the function of that name or for its `<name>2` / `<name>3` form whose vector parameters take the operands' widths, so `zero_proc_value` reads a plane or a space by the position it is given.
# math.vec3 (procNode)
A vector of three components from its parts: numbers, or vectors and runs whose components fill it in order. A part left out reads 0, so `vec3(x, y)` is (x, y, 0).
The `vec3` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.vec2 (procNode)
A vector of two components from its parts: numbers, or vectors and runs whose components fill it in order. A part left out reads 0, so `vec2(x)` is (x, 0).
The `vec2` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.smoothstep (procNode)
A smooth blend from 0 to 1 as `x` goes from `edge0` to `edge1`, flat outside, element by element.
The `smoothstep` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# core.raster.new (procNode)
Open a rect of ground as a Raster: a grid of cells, cut into tiles of 256 cells a side that each store a ring of 8 neighbour cells (stride 272), with named layers of one number per cell, all zero. The tiles store more than the rect: the cells of a border tile past the rect and the ring around the tiles are stored like the rest, and a write reaches them.
The Raster is a Record. Layout members: `cellsX`, `cellsZ`, `resolution`, `min`, `size`, `origin` (Vec3, the `y` lane 0), the same as numbers `minX`, `minZ`, `sizeX`, `sizeZ`, `originX`, `originZ`, `core` (256), `apron` (8), `stride` (272), `tilesX`, `tilesZ`, `tiles` (also `tileCount`), `heldX` and `heldZ` (the cells the tiles hold across and down: the tiles' cores, `tilesX * core` by `tilesZ * core`, and the ring of `apron` cells around them), `layerNames` (the list of layer names) and `layers`, a Geometry whose point class holds the stored cells of every tile, one column per layer. The `grid` kernel and `core.raster.cells` read that layout.
## Inputs
- `origin` (Vec2). Default `{ x = 0, z = 0 }`. The world centre of the rect, in metres.
- `size` (Vec2). The extent of the rect along x and z, in metres, as `{ x, z }`.
- `resolution` (Float). Metres per cell.
- `layers` (List<String>, optional). The layers the raster opens with.
## Outputs
- `raster`: the Raster.
# core.raster.reduce (procNode)
Fold a layer of a raster to one number: the sum, mean, least or greatest of its cells.
Built from `core.raster.read` and `core.reduce`.
## Inputs
- `raster` (Raster). The raster folded.
- `layer` (String). Default `"height"`. The layer folded.
- `op` (one of sum, mean, min, max). Default `"sum"`. How the cells fold.
## Outputs
- `value`: the folded number.
# math.max (procNode)
The greater of two values, element by element.
The `max` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# attribute.number
Number the elements of a class: a whole-number column holding `start` on the first element, start + 1 on the second, and so on, written under `name`. The number is stored with the element, so it stays with it when elements are dropped, reordered or duplicated around it.
## Inputs
- `geometry`: What is numbered. A copy carrying the column comes out.
- `class` (one of: detail, edge, point, primitive, vertex): Which elements are numbered.
- `name`: What the column is called. A name the class already carries is replaced.
- `start`: The number of the first element.
# core.reduce (procNode)
Fold a column to one value, or to one value per segment: sum, mean, least, greatest, count or the place of the least or greatest.
One `reduce` kernel run. `fold` names the fold. `starts` holds where each segment starts; the kernel then gets `segments = starts.count`, and without `starts` it folds the whole column with `segments = 0`.
## Inputs
- `values` (Column). The column folded.
- `fold` (one of add, mean, min, max, count, argmin, argmax). Default `"add"`. How the elements fold: added up, averaged, the least, the greatest, how many, or the index of the least or the greatest.
- `starts` (Column<Int>, optional). Where each segment starts in the column; the fold is then one value per segment.
## Outputs
- `value`: the first folded element.
- `values`: one element per segment (a single element without `starts`).
- `picked`: for argmin and argmax, the chosen element's index.
# landscape (procRecord)
The landscape record kind: the ground a raster becomes, with every texture it needs read back from the device (the
heightfield, the holes mask, the water surface and its shade, one control texture per four surface layers), the
surfaces it declares, and the rect it covers. `terrain.landscape` answers one, held on one element as
`Terrain = { terrain = <record>, ... }`.
Live, a record becomes a `.terrainData` written in the session's scratch folder, the asset the `Terrain` component's
`terrain` field stands on; it is removed once nothing stands on it. Saved, it is a `.terrainData` container with its
textures as `.texture` children inside it, written inside the folder of the asset being exported. `terrain.write`
saves one under the name and folder it is given.
`landscape.module` is the writer both use: `declare` states the surfaces a layer list names, and `writeLandscape`
writes the container.
# io.luau (procNode)
Run a function of a Luau module on the CPU and answer what it returns. The module is required, the function read by name, and the function called with the arguments; the result is cached by the module's checksum, the function name and the arguments, so a module edit re-cooks it.
Built from `op.cpu.call` of `require` on the module, a member read of the function by name, and `op.cpu.call` of that function. Both calls run on the CPU, so a graph holding this node shows a CPU call wherever it sits.
```luau
local ids = g.io.luau({ module = "@builtin::systems.procgen.nodes.scene.reads", fn = "idsOf", args = { "label", refs }, returns = { "List<String>" } })
```
Outputs: `value` is the first returned value and `values` is the list of every returned value.
## Inputs
- `module` (AssetRef<module>). Default `""`. The module that holds the function: its identity, path, AssetRef or guid. It is recorded as a dependency of the graph.
- `fn` (String). Default `""`. The name of the module's function to call.
- `args` (List<Value>, optional). The values the function is called with, in order. A device column is passed as a reference to its buffer.
- `returns` (List<TypeName>, optional). The procgen types of the values the function returns, in order.
- `ceilingMs` (Number). Default `0`. The time the function may take, in milliseconds; a call past it is refused. 0 leaves the runtime's default ceiling.
## Outputs
- `value`: the first returned value.
- `values`: every returned value, in order.
# 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**.
# points.grid (procNode)
The centres of a `grid.box` one cell thick at height `y`, as Points numbered by `id`.
Built from: `grid.box`, `points.from_grid`, `math.*`.
# core.select (procNode)
Keep the elements of a geometry a mask picks and drop the rest, renumbering the links between points, vertices and primitives.
Built from `math.ne` over the mask, `compact` (the kept elements and the inverse map), `core.owner`, `gather`, a segmented `reduce` (`segments = primitive.count`), `scatter`, `attribute.carry` for every class and `scan` for the new run starts. Keeping points drops every primitive that loses a vertex; keeping primitives keeps their vertices and, by default, the points those vertices read; `points` set to "all" keeps every point.
## Inputs
- `geometry` (Geometry). The geometry to filter.
- `class` (one of point, primitive). Default `"point"`. Which elements the mask is over.
- `points` (one of used, all). Default `"used"`. For class "primitive": which points stay, the points the kept primitives use or every point.
- `mask` (Value). Default `1`. A column or field over the class's elements: an element is kept where the value is not 0.
## Outputs
- `geometry`: the kept elements with the links renumbered.
# core.raster.sample (procNode)
Sample a layer at world positions with a bilinear blend of the four cells around each, reading the cells the raster holds past the field for a position beside it, and holding the last cell past everything the tiles hold.
Built from `core.raster.read` (held), `g.field.gather` and `math.lerp`, as a field over whatever elements the positions come from.
## Inputs
- `raster` (Raster). The raster sampled.
- `layer` (String). Default `"height"`. The layer sampled.
- `at` (Value). The positions sampled: a Vec3 field or column, read by x and z.
## Outputs
- `value`: a Float field of the blended layer value at each position.
- `count`: the cells of the field.
# math.pow (procNode)
`a` raised to the power `b`, element by element.
The `pow` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# value.compare
Two values compared, answering 1 when the comparison holds and 0 when it does not. Numbers compare by any op; text and true/false compare by `equal` and `not_equal` and must be the same kind. In a graph, `g.compare(a, op, b)` is the same comparison; this node is for an op picked by a parameter.
# prefab (nodebox)
Prefabs: the entity records a spawned hierarchy is made of, as record and list values. prefab.empty makes a root, prefab.entity, prefab.parent, prefab.add_component and prefab.link shape the hierarchy (each calls prefab.edit, which holds the record-list edits and the name lookup that prefab.find answers), and prefab.from_geometry, prefab.from_geometries, prefab.from_instances, prefab.from_population and prefab.from_asset make prefabs from what a graph built. The output node shows a prefab and the export node saves it as a bundle.
prefab.record and prefab.find are the parts the others are built from: one entity record, and a lookup of an entity by name.
# field.distance (procNode)
How far each element's position is from a target, as a Float field. It makes the target the wired `b` field or,
when `b` is left unwired, the fixed `point` as a constant field (`value.fallback`, `field.constant`), then
measures with `field.vector_math` in `distance` mode from `a` to that target. The result compiles to the device with
the rest of the field chain.
## Inputs
- `a` (`Field<Vec3> | Vec3`): the positions being measured, one per element.
- `b` (`Field<Vec3> | Vec3`): what each element is measured to, per element, so the target can move with the
element. Wired, it stands in for `point`.
- `point` (`Vec3`, default `{ 0, 0, 0 }`): one fixed position every element is measured to when `b` is unwired. It is
how a radial falloff around a place is built.
## Outputs
- `field`: the distance, a Float field.
# instances (nodebox)
Instances: pack a geometry into a piece (instances.pack), place a piece set on target points (instances.to_points) and take a population or piece set apart (instances.unpack). A piece is one point whose `Mesh` holds a geometry whole; `geometry.merge` with `pack` puts several together into a piece set. The copies `instances.to_points` makes are a population, which the output node draws as instanced draws, one per piece and material, and export saves as a population asset; any other points stand as one entity each.
instances.pack, instances.to_points and instances.unpack are the nodes of that chain, with `points.pose` composing the instance attributes (`P`, `orient`, `scale`, `N`, `v`, `up`, `pscale`, `rot`, `trans`, `pivot`) the copies stand at.
Earlier nodes of the nodebox stand a source on points (instances.on_points), deal one of several sources to each point (instances.pick_random, instances.pick_by_attribute), vary and move the copies (instances.randomize_transform, instances.transform, instances.set_material) and merge them into one geometry (instances.realize). The points they make carry a `Mesh` and stand as entities through the output node.
instances.place, instances.variants, instances.turn and instances.sources are the parts the others are built from: a transform written onto points, a variant index written onto points, the product of two rotations, and the geometries a population stands (the ones given, else the ones its points carry).
# part (nodebox)
part.merge packs several values into one part, each piece keeping what it is; part.unpack gives one piece back by its name.
# math
One node per operator and function of the authoring surface: add, sub, mul, div, mod, pow, neg, abs, min, max, floor, ceil, sqrt, sin, cos, tan, acos, atan, log, sign, deg, rad, clamp, lerp, smoothstep, length, normalize, dot, cross, vec2, vec3, vec4, the comparisons (lt, le, gt, ge, eq, ne, and `compare` over them), `where`, the integer functions (to_int, to_float, bor, bxor, shl, floordiv), and `concat` for text.
Operators and `math.*` over sockets resolve to these nodes. Each calls an operation of `proc.fieldc.operators`: over plain numbers and vectors it answers the plain result, over a Column or a Field it answers a Field (a fieldc template), so a chain of math nodes is one expression that the node consuming it evaluates in a single dispatch (`fieldc.evaluate`).
# core
The parts the other procgen nodes are built from: connectivity (edges, boundary, adjacency, islands, owner, corners), normals, weld, select, stitch, curve measure and resample, sampling, neighbours, realize, the raster set (`raster.new`, `raster.read`, `raster.stencil`, `raster.sample`, `raster.add_layer`, `raster.remove_layer`, `raster.reduce`, `raster.column`, `raster.resolve`, `raster.blend`, and `raster.cells` under them), `column`, and `entity.read`, which brings scene entities in (assets come in through `io.import`).
Each is a graph of the four ops, the kernels of `kernels/` and other core nodes. `join` holds the module that places the parts of a join, called by `concat` and `realize`.
A graph calls them as `g.core.<name>`, for instance `g.core.edges`. A node with several outputs answers a record: `local faces = g.core.normals.face(...)` then `faces.geometry`, `faces.scaled`. Every node's README states its inputs and outputs.
# Scatter (node)
A scattering node: its `init.luau` holds the graph that does the work, so the declared inputs are this node's inputs
and the declared output is this node's output. The node is its pipeline, in one self-contained asset.
It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and
scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The
transform is read from the same point cloud the instances sit on, so each copy takes the pose of its own point.
A node is findable by what it does: the `procgen` toolbox's `ops` with the query `scatter` lists it beside
`points.on_surface` and `instances.on_points`. Editing this node's `init.luau` cooks again every graph that calls it.
## Inputs
- `surface` (Geometry): what the copies land on.
- `source` (Geometry): the shape being copied.
- `count` (Int, default 200): how many.
- `seed` (Int, default 1): changes the arrangement.
- `scaleMin` / `scaleMax` (Float, defaults 0.8 and 1.4): per-copy size range.
- `tilt` (Float, default 0.15): radians of random lean.
## Output
- `instances`: a population, the points each carrying the source as its `Mesh`.
## Authoring a node
A node is a graph returned from a `.procNode`'s `init.luau` (`proc.define`). `asset.create("procNode", name)`
scaffolds that shape, and `procNode.assetType/README.md` describes what a node states and how graphs call it.
# field.ramp (procNode)
A ramp read at every element by a value it carries: a particle's colour, size or opacity following its age. It takes
the value each element reads by (the wired `t`, else the element's own `by` attribute, through `value.fallback` and
`field.attribute`), maps it from `range` onto 0..1 (`field.map_range`, the ends read off `range` by `value.get`), and
reads the ramp there with `ramp.sample`, compiled into the element's dispatch. A value past either end of `range` reads
that end of the ramp.
## Inputs
- `ramp` (`Ramp`): the ramp to read.
- `t` (`Field<Float> | Float`): where along the ramp each element reads. Unwired, it is the element's own `by`
attribute.
- `by` (`String`, default `"life"`): the Float attribute each element reads the ramp by when `t` is unwired. A particle
solver's particles carry `life`, 0 at birth to 1 at death.
- `range` (`Vec2`, default `{ 0, 1 }`): the values of `t` that land at 0 and at 1 on the ramp, so a speed from 0 to 20
or a temperature from 300 to 3000 reads the whole ramp.
## Outputs
- `field`: the ramp's value at each element.
# debug (nodebox)
debug.dump summarizes any graph value into a record; debug.validate checks a Geometry's structure and reports every issue it finds.
# 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.
# geometry.recalculate_normals (procNode)
Every vertex's normal averaged, by area, over the faces meeting it. The node is `geometry.smooth_normals` with a
crease angle of 180 degrees and area weighting, so no vertex splits: a vertex shared by two faces is smooth across
them, and one already split between two copies stays a hard edge.
## Inputs
- `geometry` (`Geometry`): whose surface the normals are read off. Attributes and material carry to the result.
## Outputs
- `geometry`: the geometry with recomputed per-vertex normals.
# material (nodebox)
Materials as records: material.pbrMat is the standard metallic-roughness material made from its PBR maps (base colour, metallic-roughness, normal, occlusion, emissive) and their factors, and material.shader a material of any surface shader, holding every property and slot to what the shader declares. Each answers one element holding the record of the material kind (`records/material.procRecord`), which geometry.set_material, instances.set_material and the other inputs that take a material put on what draws; the output node shows it and the export node saves it as a `.material`.
# instances.cull (procNode)
Keeps the instances a test says to. An instance survives when the value it is judged by is strictly above
`threshold`; `invert` keeps the rest instead. The value is the `mask` field when it is wired, else the named point
`attribute` (`field.attribute`). `elements.keep` on the points carries every attribute onto the instances that stay, so
a culled set realizes as the whole one would have. With nothing to judge by, every instance stays, and inverted, none
does.
## Inputs
- `instances` (`Points`): the set to thin out, points carrying a Mesh.
- `mask` (`Field`): the value each instance is judged by. Wired, it outranks `attribute`.
- `threshold` (`Float`, default 0.5): an instance survives when its value reads strictly above this. Raising it thins
the set, lowering it fills it back in.
- `attribute` (`String`): a point attribute on the set to judge by, read while `mask` is unwired. A name the points do
not carry is refused.
- `invert` (`Bool`, default false): true keeps the complement, every instance the test dropped.
## Outputs
- `instances`: the surviving instances.
# points.box (procNode)
A 3D lattice of points filling a box centred on the origin. Each count is at least 1, and the extent the lattice spans
is the counts times `spacing` (`value.math`). `grid.box` lays out the cells, x fastest, then y, then z, on the device,
and each cell's centre is one point. `attribute.remove` takes the cell layout off the detail so the lattice reads as
Points, and each point carries its own number as `id`.
## Inputs
- `countX` (`Int`, default 3): how many points along X. The lattice holds countX x countY x countZ points and stays
centred on the origin on every axis. Below 1 reads as 1.
- `countY` (`Int`, default 3): how many points along Y, the layers the lattice is stacked in. 1 collapses it to a single
flat sheet at y = 0. Below 1 reads as 1.
- `countZ` (`Int`, default 3): how many points along Z. Below 1 reads as 1.
- `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on all three axes. The lattice spans
(count - 1) x spacing per axis.
## Outputs
- `points`: the lattice, with `id` numbering each point.
# component (nodebox)
component.set gives every element of a class a component with the fields given.
# texture (nodebox)
Textures: images drawn on the device as Texture values, a width, a height and one colour per texel. texture.noise and texture.gradient draw from a formula, texture.from_shader from an author's compute shader and texture.from_raster from the layers of a raster. A material takes a Texture in a slot, and the output node shows one.
texture.cells is the part the first two are built from: one point per texel carrying its column and row.
# geometry
Nodes that move, join, cut, round, thicken and sample meshes. A graph transforms a geometry (`geometry.transform`, `geometry.set_position`, `geometry.merge`), welds and shades it (`geometry.weld`, `geometry.smooth_normals`), models it (`geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`), builds surfaces from outlines (`geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`) and reads it into volumes (`geometry.voxelize`, `geometry.to_sdf`). Each is built from the core nodes and the kernels of the library.
## Nodes
- `geometry.transform`, `geometry.set_position`, `geometry.set_material`, `geometry.merge`, `geometry.triangulate`, `geometry.measure`: the basic edits and the measurement of a geometry.
- `geometry.weld` (with `match = "position+normal"` it keeps hard edges), `geometry.smooth_normals`: merging points and shading normals.
- `geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`: modelling.
- `geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`: surfaces from outlines and paths.
- `geometry.voxelize`, `geometry.to_sdf`: a mesh as cells and as a distance field.
- `geometry.boolean`: union, subtract or intersect of two closed meshes, over the `intersect` kernels.
- `geometry.selected`, `geometry.flip`, `geometry.profile`, `geometry.tangents`, `geometry.sides`, `geometry.shared`, `geometry.bvh`, `geometry.rings`, `geometry.first`: the parts the nodes above are built from, each usable on its own.
- `geometry.unit`, `geometry.perpendicular`, `geometry.rotate`, `geometry.transport`: vector arithmetic over sockets that the nodes which orient points and normals share.
## Conventions
- Each node's folder name is its call name inside the box: `geometry.<folder>`.
- Inputs and outputs carry the names of the op each node replaces.
- A node that answers a Data table from numbers read back off the device holds the Luau for it in a `readings.module` inside its own folder.
- A node with one output answers that output's value; a node with several answers a record by output name.
- A fold's index runs from 1: the first pass is 1, so a pass that works on level, chunk or step `n` reads `index - 1` when it counts from 0 (`geometry.bvh`, `geometry.to_sdf`, `geometry.sweep`, `geometry.loft`).
- A field bound to a kernel takes the length of that dispatch, so a node writes a value out as a column (a gather with an explicit `count`) before it binds one whose length differs from the dispatch's.
# sdf (nodebox)
Signed distance field nodes: shapes, smooth combines, round and shell, space warps (transform, twist, bend, taper, elongate, mirror, repeat), displacement, grids and fields in and out, and sdf.mesh, which contours a shape into a closed mesh.
# points.grid (procNode)
A flat lattice of points in the XZ plane, centred on the origin. Each count is at least 1, and the extent the lattice
spans is the counts times `spacing` (`value.math`). `grid.box`, one cell thick at height `y`, lays out the cells, x
fastest, then z, on the device, and each cell's centre is one point. `attribute.remove` takes the cell layout off the
detail so the lattice reads as Points, and each point carries its own number as `id`.
## Inputs
- `countX` (`Int`, default 4): how many points along X. The grid holds countX x countZ points and stays centred on the
origin, so each one added widens it by `spacing`, half of that to either side. Below 1 reads as 1.
- `countZ` (`Int`, default 4): how many points along Z. A count of 1 leaves a single row running along X. Below 1 reads
as 1.
- `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on both axes. The grid spans
(countX - 1) x spacing by (countZ - 1) x spacing.
- `y` (`Float`, default 0.0): the height the whole lattice sits at. Every point takes this as its y.
## Outputs
- `points`: the lattice, with `id` numbering each point.
# points.filter (procNode)
Keeps the points a test says to. The value each point is tested by is the `mask` field when it is wired, else the named
`attribute`'s values (`attribute.labels`). The test is a comparison (`field.compare`): above `threshold`, or, when
`equals` is given, equal to the index that value or label names. `elements.keep` on the points carries every attribute
and the detail onto the points that stay, counted on the device. Given neither a mask nor an attribute, the points come
back as they are.
## Inputs
- `points` (`Geometry`): the cloud to thin. Every point attribute and every detail value is carried onto the survivors,
so a colour or an index still belongs to the point it started on.
- `mask` (`Field`): the per-point value tested; a point stays when it is above `threshold`. Wired, it decides, and
`attribute` is read only when this is empty.
- `threshold` (`Float`, default 0.5): a point stays when its value is strictly above this. Raising it keeps fewer
points.
- `attribute` (`String`): a point attribute to test instead of wiring `mask`. A name the points do not carry is refused,
naming the ones they do.
- `equals` (`String | Float`): keeps the points whose `attribute` equals this instead of testing it against
`threshold`. It is a number, or a label: one of the texts a text attribute holds, or one of the names the points'
detail `labels` gives a numeric one (how one solver's particles are split back by the `stream` their source named).
## Outputs
- `points`: the points that stay.
# geometry.delete (procNode)
Deletes the triangles a test selects. A triangle is selected when its value is strictly above `threshold`. The value
each triangle is tested by is the `mask` field when it is wired, else the named primitive `attribute`
(`field.attribute`), else 0. `invert` deletes the triangles the test did not select. `elements.keep` on the primitives
does the removal: every point stays, and the triangles that remain keep their corners and attributes, counted on the
device.
## Inputs
- `geometry` (`Curves | Surface`): whose triangles are thinned. Point and detail attributes carry over as they are;
primitive and vertex attributes stay with the triangles that survive.
- `mask` (`Field`): read once per triangle for whether it goes. Wired, it is what the selection reads, and `attribute`
is read only when this is empty.
- `threshold` (`Float`, default 0.5): a triangle is selected when its value is strictly above this. Raising it deletes
less.
- `attribute` (`String`): a primitive attribute on the geometry to read the selection from, instead of a wired mask. A
name the triangles do not carry is refused.
- `invert` (`Bool`, default false): true deletes every triangle the test did not select, so a mask naming what to keep
cuts away the rest.
## Outputs
- `geometry`: the geometry with the selected triangles removed.
# shader (nodebox)
An author's own compute shaders as nodes. shader.compute runs a .computeShader over the elements of a geometry through the device.kernel op: each buffer binding is a column of the geometry, each param a knob of the node, and what the shader writes comes out as columns.
# scene (nodebox)
scene.query finds entity ids by name, component and hierarchy, scene.fetch brings entities in as points carrying their pose and components, scene.input is the entity the graph stands on, and scene.water is the water the scene holds.
# geometry.separate (procNode)
Splits a geometry's triangles in two by a test. The value each triangle is tested by is the `mask` field when it is
wired, else the named primitive `attribute` (`field.attribute`), else 0. Two comparisons against `threshold` follow
(`field.compare`): strictly above, and at or below. `elements.keep` on the primitives runs once for each, so `a` holds
the triangles above and `b` the rest. Both keep every point, and between them they hold every triangle once.
## Inputs
- `geometry` (`Curves | Surface`): whose triangles are divided. Point and detail attributes carry to both halves as they
are; primitive and vertex attributes stay with each half's own triangles.
- `mask` (`Field`): read once per triangle for which half it joins. Wired, it is what the split reads, and `attribute`
is read only when this is empty.
- `threshold` (`Float`, default 0.5): a triangle goes to `a` when its value is strictly above this, and to `b`
otherwise.
- `attribute` (`String`): a primitive attribute on the geometry to read the split from, instead of a wired mask. A name
the triangles do not carry is refused.
## Outputs
- `a`: the triangles whose value is strictly above `threshold`.
- `b`: the rest. A call answers both as a record by output name.
# sim (nodebox)
Simulation nodes: sim.spawn, sim.force, sim.collider, sim.scene_colliders, sim.particles and sim.shader, built on the runtime's g:state and g:step.
# abiBox
A node for the procgenAbi suite: it is called through the builder and written out in a graph.
# mesh
The primitive solids and sheets a graph starts from: `mesh.box`, `mesh.sphere`, `mesh.cylinder`, `mesh.cone`, `mesh.capsule`, `mesh.octahedron`, `mesh.torus`, `mesh.rounded_box`, `mesh.plane` and `mesh.grid`. Each is made on the device from lattices and fans of the `make` kernel, with positions, normals and texture coordinates written as formulas over the lattice, and answers triangles centred on the origin that fill the box its parameters name.
## Conventions
- Each node's folder name is its call name inside the box: `mesh.<folder>`.
- Parameters keep the names and defaults of the op each node replaces.
- `mesh.lattice` makes the lattices and fans the presets share, `mesh.spherical` the point of a sphere and `mesh.cube_faces` the faces of a cube; a preset writes its positions, normals and texture coordinates as formulas over the lattice.
# io
The ways in and out of a graph: `luau` runs a function of a Luau module on the CPU, `output` shows a value in the world and answers a Handle, `export` saves a value as an asset, and `engine` calls the engine bridge the core reading nodes and `export` use. `output` holds `show.module` and `engine` holds `engine.module`, the functions they call.
# entity (nodebox)
entity.transform and entity.bounds read one entity's pose and bounds as values, entity.points reads a set of entities as points, and entity.geometry reads the mesh an entity's Model draws as a Geometry.
# 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.
# Package (asset type)
A package is an asset — a `<Name>.package/` folder that bundles
components, modules, scenes, presets, tools, and any other typed
sub-assets under one identity, installed into a world as one unit.
Packages are how authoring sets get distributed across worlds.
A **library** is the addressable root scope content resolves under
(`@builtin`, `@<name>`) — a whole world mounted into this one under a
namespace, via `zeromind.installLib` / `world.installLibrary`. A package is
an asset that lives inside such a root, and one library holds as many
packages as its author put there. A package is installed by guid the
way every asset is (`zeromind.install`, `zeromind.installAsset`).
## When to use one
- You're authoring a coherent feature suite (character controller
stack, voxel engine, UI kit, animation library) and want to ship
it as one install target.
- You want a stable identity worlds can install and resolve sub-assets
against (`@<lib>::pkg.sub_module`).
- You want versioning + a per-package metadata layer that travels with
the contents.
If you're authoring inside a single world and don't need a separate
install lifecycle, you don't need a package — drop your `.component`
/ `.module` / etc. directly in `/zero/source/`. Packages are for
cross-world distribution.
## Where it lives
- Source: `/zero/source/.../<Name>.package/` (or, for legacy
packages, a folder containing `package.yaml` at its root).
- Identity: `<Name>` (the `.package` suffix collapses in identity —
mirrors `.module`). A file at `<Name>.package/<sub>/init.luau`
resolves under the same identity it would at `<Name>/<sub>/init.luau`.
- Folder shape (container-style — open child set):
- `package.yaml` — metadata (name, version, description).
**Required.**
- `README.md` — instance documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
- Sub-asset folders: any combination of `.component/`,
`.module/`, `.scene/`, `.preset/`, `.tool/`, `.toolbox/`,
`.material/`, `.shader/`, etc.
The validator permits unlisted children (`allow_unlisted: true`) by
design — packages are open containers.
## How to create one
```luau
asset.create("package", "<Name>")
-- Creates: /zero/source/<Name>.package/
-- package.yaml (metadata scaffold)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source instead of the root:
asset.create("package", "<Name>", { folder = "systems" })
```
Then scaffold sub-assets inside it:
```luau
local pkg = asset.resolve("<Name>.package")
asset.create("component", "Spinner", { into = pkg })
asset.create("module", "util", { into = pkg })
```
## How it operates
1. **Registration.** Writing `package.yaml` indexes the package with
the package registry.
2. **Install.** A package is installed by guid, the way every asset
is: `zeromind.install` from the shared library, or
`tools.use("zeromind", "installAsset", <guid>)` inside the engine. The
install writes the package's files (and the deps its `.refs`
record) into this world's source, so its sub-assets resolve here.
`tools.use("zeromind", "preview", <guid>)` reports what an install would
write before it writes anything.
3. **Sub-asset resolution.** Because `.package` collapses in
identity, sub-asset paths work whether the package folder is
suffixed (`<Name>.package/<sub>`) or not (`<Name>/<sub>`).
4. **Updates.** `tools.use("zeromind", "updates")` lists installed content
with upstream changes available; re-running the install pulls them.
5. **Metadata.** `package.yaml::name` overrides the folder stem if
present (rare); `version` + `description` are surfaced in the
package index.
6. **Hot reload.** Edits to sub-assets hot-reload as normal; edits to
`package.yaml` reload package metadata.
## Discovery
- `asset.list("package")` — every registered package.
- `asset.inspect("<name>")` — sub-asset catalog, source, this type
README.
- `ls /zero/source/<Name>.package` lists the files the folder holds.
- `library.list()` — the library assets registered in this world,
including the ones packages under an installed library contribute.
## Authoring conventions
- Name packages by their feature (`voxels`, `cameraRigs`,
`dialogSystem`), not by their owner — the host library is the
`@<lib>::` scope prefix.
- Cluster cohesive sub-assets together. A "character controller"
package should ship the controller component, its preset configs,
its supporting modules, and a demo scene — not just the component.
- Document the package's surface in `README.md` — what install
installs, what each sub-asset does, how they relate. Agents reading
`cat /zero/source/<Name>.package/README.md` get the full picture in one shot.
- Version conservatively — breaking a package means breaking every
world that installed it. Use semantic version bumps.
## Common pitfalls
- **Missing `package.yaml`.** Without it the folder isn't recognized
as a package even if it has a `.package/` suffix.
- **Dependency installs.** A package that depends on another package
must declare it (in `package.yaml::dependencies` once supported)
and the parent world must install dependencies in order.
- **Identity collapse.** Sub-asset paths skip the `.package` suffix.
Don't include `.package` in `require` strings.
## Referencing inside a package: the `~` rule
`~` means **this package**, resolved structurally from the referring file's own
location. It is the only package-specific syntax. It is rename-safe (no package
name is ever written) and library-agnostic (it never names the host library, so
it survives `@builtin` being renamed or the package being mounted elsewhere).
`~.tail` maps to `<pkg>.package/tail` from anywhere inside the package.
| Referencing from | Use | Example |
|---|---|---|
| An asset/module **inside this package** | `~.tail` | `require("~.modules.myThing")`, `shader: "~.shaders.myThingBlend"` |
| A **different package** under the same root | root-relative identity | `require("@root::systems.otherPkg.modules.x")` |
| A **different library's** public API (a deliberate external dependency) | `@otherlib::…` | `require("@physics::modules.rigidbody")` |
**Never write `@builtin::` (or any host-library name) to reference your own
package** — that couples the package to the library it currently lives in and
breaks if the library is renamed or the files move. Use `~.`. It works from
Luau `require()` and from asset-reference strings in data files (a material's
`mat.yaml` `shader:` field, a component's default asset ref); the engine
resolves it against the referring file's own package. `asset.resolve` takes a
`~.` name the same way, against the package of the file that calls it:
`asset.resolve("~.materials.myThingStandard", "material")`.
`~.` is the package-relative self-reference; `@root::` is the root-relative one
(the library root, or the world source tree for non-library content). The
`core/requiring-modules` guide covers the root model in full.
A package that ships substantial functionality should include a `.guide` asset
(a `<name>.guide/guide.md` folder anywhere under the package); the `guides` tool
discovers it live, so collaborators find the system the way they find built-in
guides. A package's test suite reaches the shared `Test` framework through its
enclosing asset: `local Test = asset.containing(__FILE__).modules.shared`
(`asset.containing` returns the deepest enclosing typed asset, the `.testSuite`,
not the outer `.package`).
## Related types
- Any of `.component`, `.module`, `.scene`, `.preset`, `.tool`,
`.toolbox`, `.material`, `.shader`, `.style`, `.service`,
`.importer` — packages bundle these.
## In the Inspector
Package: the name, version and description package.yaml declares, how many things the package holds and what they are, and **Open** for package.yaml. A package.yaml that does not decode is listed under Problems with the decoder's error.