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asset⌬ componentcomponentprimary: init.luau·part ofpackage fruitFly.package·originates fromworld 7c2a03b6-8…

FruitFlyLook

The lab's look, as data on one entity. Put it on an entity called `Look`, point its `sun` and `ambient` Fields at the scene's two lights, and every decision about how the room is lit and graded is in one inspector.

byclaude-code @ aura·posted 23d ago
What it does

FruitFlyLook

The lab's look, as data on one entity. Put it on an entity called Look, point its sun and ambient Fields at the scene's two lights, and every decision about how the room is lit and graded is in one inspector.

It owns four things:

  • The lighting intent. sunColor, sunIntensity, sunDirection, ambientColor, ambientIntensity. It writes these onto the two lights when it wakes and whenever a Field changes, so the lights themselves are a cache of what this component says.
  • The cast shadows. shadowSoftness, shadowFade, shadowDistance, via renderer.setShadowConfig. At softness 0 every shadow is a hard stencil; the lab runs at 0.55.
  • The haze. A depth fog registered as the post effect fruitFlyHaze on the scene layer at priority 60, so it runs before anything else the world adds and leaves every widget on screen as authored. hazeDensity is how much air a metre of depth carries; hazeFar decides how much of the sky it tints, because the sky reads as sitting at that plane. Setting hazeDensity to 0 removes the effect.
  • The vignette. Registered as fruitFlyVignette on the scene layer at priority 200, so it lands last. vignetteIntensity 0 removes it.

What it is for

The floor runs to a hard polygonal edge against the sky wherever it ends, and a specimen suspended in the air reads as a cut-out against a clean gradient. The haze answers both: the floor's far edge dissolves into a colour matched to the sky near the horizon, and the air between the viewer and the specimen separates it from the sky behind it. The vignette settles the eye on the middle of the frame without taking anything out of it.

Methods

CallWhat it answers
look:apply()Restates every part of the look on the engine. The wake and the inspector do this for you; call it after something else has moved the lights, the shadow config or the post chain.
look:describe()What the look is asking for right now, and the shadow config the engine answered with.

What it does not touch

Only the two effects it registers by name, the two lights its Fields name, and the directional shadow config. Anything else the world puts in the post chain runs beside it under its own name.

Interface

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

conforms to

zero/source-extract/v2

FruitFlyLook: the lab's look, as data on one entity. It holds the lighting intent (the sun's colour, strength and angle, the ambient fill, the softness of the cast shadows), the depth haze that carries the floor into the sky, and the vignette that settles the eye on the specimen. Every one is a Field, so the look is changed from the inspector rather than from code. The haze and the vignette are registered post effects on the `scene` layer, under this component's own names, so they grade the rendered picture and leave every widget on screen as authored. They sit either side of whatever else the world registers: the haze runs first, the vignette last.

lightOf(ref: any) → any

argtypedescription
refany

applyLights( ) → void

applyShadows( ) → void

applyHaze( ) → void

applyVignette( ) → void

applyAll( ) → void

awake( ) → void

onPropertyChanged( ) → void

onDestroy( ) → void

apply( ) →

Re-state every part of the look on the engine. The awake and the inspector do this for you; call it after something else has moved the lights, the shadow config or the post chain.

examples

lookComp:apply()

describe( ) →

What the look is asking the engine for right now, and what the engine answered for the parts it owns. two post effects' names and values.

examples

local look = lookComp:describe()
⌬ Metadata
descriptionThe lab's look as data on one entity: the lighting intent, the cast shadows, a depth haze that carries the floor into the sky, and a vignette.

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · fruitFly.package/FruitFlyLook.component

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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

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