# flyDown
Descends without changing where the player looks.
# flyUp
Rises without changing where the player looks.
# inputMap assetType
A control scheme, expressed as an asset. A `<name>.inputMap/` folder whose
`init.luau` returns the map record, and whose **controls are the
`<name>.inputBinding/` child folders beside it** — the same containment a
`.toolbox` has with its `.tool` children. Containment records the
reference, so a scene carrying its map carries every control it declares.
```
racer.inputMap/
init.luau -- what the map is, and how it composes
boost.inputBinding/
init.luau
steer.inputBinding/
init.luau
```
```luau
-- racer.inputMap/init.luau
return {
name = "racer",
description = "Throttle, steering and boost.",
-- The group these controls belong to, and the groups this map stands
-- down while it is live. Declaring neither composes with everything.
group = "vehicle",
suppresses = { "player" },
}
```
Each control carries `kbm`, `gamepad` and `touch`; the `inputBinding`
assetType covers the record shape.
## Reading it
A controller activates the map it needs and subscribes to the controls it
drives. Nothing is live until something asks for it.
```luau
public = {
inputMap = Field.assetRef("inputMap", "@builtin::inputMaps.default", NoSync, "The controls this component reads."),
speed = Field.number(5, NoSync, "World units per second at full deflection."),
jumps = Field.number(0, NoSync, "How many times the jump control was pressed."),
}
local controls
function awake()
controls = public.inputMap:activate()
controls.move:onInput(function(v, dt, active)
if not active then return end
local p = public.entity.position
local step = public.speed * dt
public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step }
end)
controls.jump:onPressed(function() public.jumps += 1 end)
end
function onDestroy()
public.inputMap:deactivate(controls)
end
```
What `activate` returned is this holder's **claim** on the map. Keep it and
hand it back: releasing the claim disconnects the subscriptions made
through it, and the map stays live for whoever else holds it.
A control the map does not declare reads as `nil`, so a typo raises at the
subscribe call. A controller written against more than one map tests for
an optional control first — `if controls.crouch then controls.crouch:onInput(...) end`.
Several maps can be live at once, and the player's surface is the union of
them. `group` / `suppresses` are how one map stands another down — a car
takes the player over by naming the `player` group, and walking resumes the
moment the car releases. `Zin.scheme.live()` reports each live map's
`group`, `suppresses` and `suppressedBy`, and `heldBy` — who opened each
activation still standing on it, so a control that goes quiet under a
suppression leads to the activation doing it rather than to the map.
## Whose keys a map reads
A key belongs to the surface it was pressed on. In the editor, where the
scene shares the window with panels, the scene holds the keys pressed while
it was the active input context — the last click landed on the viewport, or
play just started. A key pressed after a click on a panel is the editor's,
and a game's controls never see it. A map reads the scene's keys unless it
declares otherwise:
```luau
return {
label = "Editor",
group = "editor",
surface = "editor", -- every key no focused widget took
}
```
`surface = "editor"` is for controls that belong to the editor around the
scene — its hotkeys, its viewport camera — and answer wherever the author
last clicked. Pads and touch belong to no panel and read the same on either
surface. `Zin.scheme.live()` reports each map's `surface`.
## Ref methods
- `:activate(label?)` — load every `<name>.inputBinding/` child, validate
them, add them to the live binding set, and return the handles keyed by
control name. Every fault across every child is reported in one error.
Activating a map already live adds a holder, so two components sharing
one map read one set of controls — each through its own handles, which
are the claim it releases by. Every activation reads the children again,
so a binding added, edited or removed since the map came up reaches the
running set here and reaches the holders already standing on it. `label`
names this activation in `Zin.scheme.live()`.
- `:deactivate(claim)` — release one holder's claim, disconnecting every
subscription that claim made. The map stays live while another holder
remains; the last one out takes the controls out of the live set. Name
no claim and the caller's own most recent one goes.
- `:controls()` — `{ name, label, kind, classes, problems }` per child,
read without activating anything, so an authoring tool can show a map's
whole surface and everything wrong with it before it goes live.
- `:record()` — the raw record its `init.luau` returns.
- `:effective()` — the materialized effective map, without activating it.
- `:bindingsFor(name, class)` — the bindings a named entry has for one
device class in this map's effective form.
## Writing one
The `inputAuthor` toolbox writes a map and its controls together, filling
in canonical defaults for a control whose name it recognises:
```luau
tools.use("inputAuthor", "map", "racer", { "throttle", "steer", "boost" },
{ group = "vehicle", suppresses = { "player" } })
tools.use("inputAuthor", "check", "/zero/source/inputMaps/racer.inputMap")
```
`asset.create("inputMap", name, { record = ... })` bakes a record into both
shapes a map is read in — `init.luau` beside one `<name>.inputBinding/`
child per entry, each carrying all three device classes, a class the record
had nothing for written as `false` with the reason beside it. That is the
hook `Zin.map.bake(name)` drives to turn the active effective map into an
editable asset.
The engine's built-in schemes live at `@builtin::inputMaps.default`,
`.editor`, `.editorMeta`, `.vehicle` and `.flight`.
## In the Inspector
Controls: whether this map is the one taking input now, how many controls it declares, and each control's name, label, kind, device classes and problem count.
# inputBinding assetType
One control in a scheme — `jump`, `move`, `boost` — expressed as an asset. A
`<name>.inputBinding/` folder whose `init.luau` returns the binding record,
living inside a `.inputMap/` parent the same way a `.tool` lives inside a
`.toolbox`.
Containment is what records the reference, so a scene that carries its map
carries every control the map declares. A scene pulled into another world
cannot arrive somewhere `boost` binds to nothing.
```luau
-- racer.inputMap/boost.inputBinding/init.luau
local B = require("@builtin::modules.zinput.bindings")
return {
label = "Boost",
kind = "button",
kbm = { B.key("ShiftLeft") },
gamepad = { B.padButton("left_shoulder") },
touch = { B.touchButton({ zone = "right-lower" }) },
}
```
## Every device class, always
`kbm`, `gamepad` and `touch` are all required. A control bound on one device
and not another is how a world ships playable on a desktop and dead on a
phone, so a record missing a class is refused at activation, naming the
binding and the class it lacks.
Setting a class to `false` suppresses it deliberately — a text-entry control
with no touch counterpart says so, and says it in the record where a reader
sees it.
The cost of that rule is paid at authoring time rather than by the author:
the `inputAuthor` toolbox stamps canonical defaults for a control whose name
the catalog knows, so a complete three-class binding is one call.
## Kinds
| `kind` | Shape per class | What it is |
|---|---|---|
| `button` | an **array** of bindings — any one satisfies it | A press: jump, fire, interact |
| `axis1` | **one** binding | A scalar: throttle, zoom, lean |
| `axis2` | **one** binding | A vector: movement, look, aim |
A button takes an array because a control usually has more than one way to
be pressed on the same device (`ShiftLeft` and `ShiftRight`). An axis takes
one because an axis evaluates exactly one binding per class.
```luau
-- move.inputBinding/init.luau
return {
label = "Move",
kind = "axis2",
kbm = B.wasd(),
gamepad = B.padStick("left"),
touch = B.touchStick({ zone = "left" }),
}
```
## Shaping an axis
An `axis1` / `axis2` control conditions its reading before a consumer sees
it. Four optional fields, applied every tick in this order:
| Field | What it does |
|---|---|
| `deadzone` | A magnitude below it reads 0. On an `axis1` that is the value; on an `axis2` it is **radial** — the magnitude of the pair — so a diagonal held past the threshold keeps both components |
| `curve` | `"linear"` (the default), `"quadratic"` (squares, keeping the sign), `"cubic"`, or a function taking the reading and returning the shaped one |
| `invert` | `true` negates the reading — both components, for an `axis2` |
| `smoothing` | The time constant, in seconds, the reading approaches its target over. `0` (the default) arrives at once |
```luau
-- look.inputBinding/init.luau
return {
label = "Look",
kind = "axis2",
deadzone = 0.12,
curve = "quadratic",
smoothing = 0.05,
kbm = B.mouseDelta(),
gamepad = B.padStick("right", { as = "delta", unitsPerSecond = 1200 }),
touch = B.touchDrag({ zone = "right" }),
}
```
The shaping lands on the reading the classes produced, after `as` /
`unitsPerSecond` / `scale` have brought each of them into the control's own
unit — so one `deadzone` is written once, in that unit, and covers the
stick, the mouse and the finger together.
`smoothing` carries the same value toward whatever the devices report next,
so a control whose context leaves, whose group stands down, or whose gate
closes drains to neutral rather than cutting to it, and reports its drop
frame when it arrives.
Shaping is refused on a `button`: it is held or it is not, so there is no
magnitude to cut, bend or approach. Say when a button may read at all with
`gate`.
## Events
A binding exposes the events a controller subscribes to. Handlers take
positional arguments, so a movement handler reads them directly rather than
unpacking a table every frame.
| Event | Fires |
|---|---|
| `input` | Every frame the binding is active, carrying `(value, dt, active)` — and once more on the frame it goes inactive, with `active = false` and the neutral value |
| `pressed` | The press edge of a button |
| `released` | The release edge of a button |
| `changed` | When the value changes |
`input` firing on the drop frame is what lets one handler both start and
stop motion. Inside a component, whose hooks reach its fields through
`public`:
```luau
map.move:onInput(function(v, dt, active)
public.moving = active
if not active then return end
local p = public.entity.position
local step = public.speed * dt
public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step }
end)
```
## Ref methods
- `:record()` — the validated binding record. Raises when a class is
missing or the record is malformed, naming what is wrong.
- `:problems()` — every problem with the record, without raising. What an
authoring tool reports so a whole map's faults surface at once.
- `:inspect()` — `{ label, kind, classes }` for `asset.inspect`.
- `.events` — the subscribe-only view over the four events above.
## Creating one
`asset.create("inputBinding", name, opts)` writes a record carrying every
device class, so a binding is complete the moment it exists:
```luau
asset.create("inputBinding", "boost", {
label = "Boost",
kind = "button",
kbm = '{ B.key("ShiftLeft") }',
gamepad = '{ B.padButton("left_shoulder") }',
touch = '{ B.touchButton({ zone = "right-lower" }) }',
})
```
## In the Inspector
Binding: the binding's label, its kind and the device classes it binds, every problem its definition has, and **Open** for its source.
# 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.
# bindings
Binding primitives and evaluators. A binding names which physical input
satisfies a control on one device class — the value a `.inputBinding`
record's `kbm` / `gamepad` / `touch` field holds. A binding is a plain
descriptor table (e.g. `{ kind = "key", code = "KeyW" }`); the evaluators
(`evalHeld`, `evalPressed`, `evalReleased`, `evalAxis`, `evalVector`)
dispatch on `kind` and read `Zin.state` / `Zin.virtual` to produce the live
signal. `Zin.scheme` runs them once per tick for every live binding, and
they are public so chords, axes and library authors can evaluate a binding
without reimplementing the dispatch.
```luau
-- boost.inputBinding/init.luau
local B = require("@builtin::modules.zinput.bindings")
return {
label = "Boost",
kind = "button",
kbm = { B.key("ShiftLeft") },
gamepad = { B.padButton("left_shoulder") },
touch = { B.touchButton({ zone = "right-lower" }) },
}
```
## Two frames, and which binding speaks which
- **Stick bindings** (`vector`, `touchStick`, `padStick`) report the
direction the player *means* — forward is `+y`. A `move` control carrying
a keyboard class and a stick class drives both devices the same way.
- **Delta bindings** (`mouseDelta`, `touchDrag`, `scroll`) report movement
that happened — down is `+y`, because that is what the pointer did.
They also differ in magnitude: a stick is a position bounded at 1.0, a
delta is however far the device moved this frame. A control carrying both —
look, zoom — declares `as = "delta"` on its held class with the
`unitsPerSecond` a full deflection is worth, and `scale` on a delta class
that counts in its own units (a pinch in pixels beside a wheel in notches).
`Zin.scheme` applies both, so one sensitivity covers every device.
## Exports
Keyboard and mouse constructors:
- `M.key(code: string) -> Binding`
- `M.mouse(button: string) -> Binding` — `"left"` / `"right"` / `"middle"`.
- `M.modKey(spec: string) -> Binding` — `"Ctrl+S"`, `"Shift+Alt+P"`, `"Escape"`.
- `M.axis(plus: Binding, minus: Binding, opts: StickOpts?) -> Binding`
- `M.vector(right, left, up, down: Binding) -> Binding`
- `M.wasd() -> Binding`
- `M.arrowKeys() -> Binding`
- `M.mouseDelta(axis: string?) -> Binding` — this frame's mouse delta.
- `M.scroll(axis: string?) -> Binding` — scrollwheel delta.
- `M.pointerLocked() -> Binding` — boolean, true while locked.
Touch constructors (fed by `Zin.virtual`, which the on-screen controls write):
- `M.touchStick(opts: { zone, axis? }) -> Binding` — vector.
- `M.touchButton(opts: { zone?, label?, icon?, priority?, size?, group? }) -> Binding` — boolean.
- `M.touchDrag(opts: { zone, axis? }) -> Binding` — per-frame delta vector.
- `M.touchPinch(opts: StickOpts?) -> Binding` — scalar pinch delta.
Gamepad constructors (addressed by canonical position; `slot` names one pad,
omitting it means any connected pad):
- `M.padButton(button: string, slot: number?) -> Binding`
- `M.padAxis(axis: string, opts: StickOpts?) -> Binding`
- `M.padStick(stick: string, opts: StickOpts?) -> Binding`
- `M.padTrigger(trigger: string, slot: number?) -> Binding`
Predicates:
- `M.isBoolean(b) -> boolean`
- `M.isAxis(b) -> boolean`
- `M.isVector(b) -> boolean`
Evaluators:
- `M.evalHeld(b) -> boolean`
- `M.evalPressed(b) -> boolean`
- `M.evalReleased(b) -> boolean`
- `M.evalAxis(b) -> number`
- `M.evalVector(b) -> Vec2`
Pretty-printers:
- `M.format(b: any) -> string` — single binding ("Space", "Ctrl+S", "WASD").
- `M.formatAll(bindings: any?, sep: string?) -> string` — joined summary; non-table arg returns `"<no bindings>"`.
Types:
- `Binding = { [string]: any }` — descriptor table with `kind` plus type-specific fields.
- `Vec2 = { x: number, y: number }`
- `StickOpts = { slot: number?, as: string?, unitsPerSecond: number?, scale: number? }`
## Notes
- Bindings are pure data tables — they serialize cleanly, compare with
`Json.encode`, and have no metatables.
- `modKey` normalises modifier order in `format()` so a key written as
`Shift+Ctrl+KeyS` displays the same as `Ctrl+Shift+KeyS`. The
internal `mods = { ctrl, shift, alt }` flags are the canonical
representation.
- Mouse-delta, scroll, drag and pinch values are raw physical deltas, not
clamped to `[-1, 1]`. `as = "delta"` + `unitsPerSecond` on the stick
class beside them is what puts every class in one unit.
- `as = "delta"` needs `unitsPerSecond` and has no default: the number that
makes a pad feel right is the point of declaring the conversion, and a
default would be right for one control and quietly wrong for the next.
- Reading a member this module does not have raises immediately, naming the
nearest members and the full list — a wrong guess at a constructor
surfaces at the call rather than as `attempt to call a nil value` later.
- `format()` always returns a string, never throws — returns
`"<invalid>"` for malformed input.
# scheme
The live set of activated input maps, and the per-frame dispatch that turns
their bindings into the events a controller subscribed to. Backs
`Zin.scheme`.
## Nothing is live until something activates a map
A controller holds an `inputMap` ref, activates it when it takes control,
and releases it when it gives control up. The live binding set is exactly
the union of what current holders asked for, so an empty world has an empty
input surface and an empty screen — no scheme is active by default, and
nothing appears on a phone that no component consumes.
For a component that drives the thing it lives on, taking control and being
awake are the same moment, so `awake` / `onDestroy` are the hooks. For
anything a player enters and leaves — a car, a turret, a menu — they are
not: the car is still there after the player gets out, so the map goes live
on entry and stands down on exit.
```luau
public = {
inputMap = Field.assetRef("inputMap", "@builtin::inputMaps.default", NoSync, "The controls this component reads."),
speed = Field.number(5, NoSync, "World units per second at full deflection."),
jumps = Field.number(0, NoSync, "How many times the jump control was pressed."),
}
local controls
function awake()
controls = public.inputMap:activate()
controls.move:onInput(function(v, dt, active)
if not active then return end
local p = public.entity.position
local step = public.speed * dt
public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step }
end)
controls.jump:onPressed(function() public.jumps += 1 end)
end
function onDestroy()
public.inputMap:deactivate(controls)
end
```
What `activate` returned is this holder's **claim** on the map. Keep it and
hand it back: releasing the claim disconnects the subscriptions made through
it, and the map stays live for whoever else holds it.
A claim also ends with the context that opened it. A component's claim is
released when that component instance goes, whether or not it writes an
`onDestroy`: the component is removed from its entity, the entity despawns,
or the component hot-reloads (its new life's `awake` activates again). A
claim a module body opens ends at the module's next run. `scopes.list()`
names each standing claim as a `luau` row under the context it follows, and
`scopes.release(tag)` ends it with everything else that context holds.
## Several maps compose by all being live
The player's surface is the union of every live map, which is what a game
needs: picking up a gun activates a weapon map and Fire appears beside the
movement stick; dropping it takes away Fire and nothing else. Two
controllers that each activate a map with a movement stick produce two
sticks — visible, attributable to the second controller, and the importer's
to resolve.
Two components activating the *same* map read one set of controls, each
through its own claim. A claim's release disconnects what that holder
subscribed and leaves the other holders' handlers attached; the map leaves
the live set when its last claim goes. `Zin.scheme.live()` reports each live
map's `holders` — how many claims are still standing on it — and `heldBy`,
which says who each of them is: `kind` (`"component"` or `"execute"`),
`entity`, `source` as the `chunk:line` the activation was opened at, and the
`label` the caller passed to `activate("weapon-swap")`.
## An activation reads the map's children as they stand now
Every `activate` re-reads the map's `<name>.inputBinding/` children, so a
control added, edited or removed since the map came up reaches the running
set on the next activation. The controls are edited in place, so it reaches
the holders already standing on the map too: their handles keep working and
every subscription they made carries on across the edit.
## A map can stand another one down
Composition cannot say "not while this is happening". A map declares the
`group` its controls belong to and the groups it `suppresses` while live:
```luau
-- driving.inputMap/init.luau
return { group = "vehicle", suppresses = { "player" } }
```
Every live map in a suppressed group reads nothing and draws nothing for as
long as the suppressor is live. It is **not** released: it keeps its
holders, its handles and every subscription, and resumes untouched when the
suppressor goes. So a car stands down walking without ever finding, owning
or releasing the walk map — and a menu stands down the whole game with one
declaration.
A map that declares no `group` belongs to one named after itself, so it
collides with nothing and can still be named by something that wants to
stand it down. Declaring neither field composes with everything.
The drop frame runs on the tick a map stands down, so a stick held at that
moment reports its neutral value once and whatever it drove stops rather
than sticking.
## Dispatch
`_advance(dt)` evaluates every live binding once per tick, across every
device class it carries — a tablet with a keyboard attached and a desktop
with a pad plugged in both answer to whichever the player actually used,
rather than to a nominated primary.
| Event | Fires | Cadence |
|---|---|---|
| `input` | Once while the binding is active with `(value, dt, true)`, and once more on the frame it goes inactive with the neutral value and `false` | Per engine frame |
| `pressed` / `released` | A button's edges | Per engine frame |
| `changed` | When the value differs from the previous tick | Per tick |
`input` firing on the drop frame is what lets one handler both start and
stop the motion it drives, without a second subscription to notice the
release.
A frame carries more than one tick whenever a host calls `Zin.tick` beside
the tick the engine already runs, or fast-forwards several ticks to
converge smoothing. Evaluation follows the tick, so the smoothing lands and
`changed` reports each step of it. `input`, `pressed` and `released` are
stamped with the engine frame they were reported for, so the frame carries
one of each however many ticks ran in it. Both edge sources hold this
frame's edge for as long as the frame lasts: the input snapshot's `pressed`
flag, and `Zin.virtual`'s previous-frame button table. That is what a
second reporting pass reads as another press.
`Zin.scheme.fired`'s `count` is the number of engine frames a control was
active since it last cleared, so a button held across two frames reads 2
for one press. The `pressed` / `released` subscriptions are what count
edges.
A binding that declares a `context` is live only while that context is on
top, the same activity rule actions apply.
An `axis1` / `axis2` control's own `deadzone`, `curve`, `invert` and
`smoothing` are applied here, in that order, to the reading its classes
produced — after `as` / `unitsPerSecond` / `scale` have brought every class
into the control's unit, so one deadzone written in that unit covers the
stick, the mouse and the finger together. A deadzone is per value on an
`axis1` and **radial** on an `axis2`. The shaping maths is `Zin.utils`',
shared with the axis registry.
`smoothing` is the one piece of the four that is stateful: the value is
held per control across frames and approaches whatever the devices report
next over the declared time constant. A control that leaves its context,
whose group stands down, or whose gate closes has a neutral target, so it
drains rather than cutting — and reports its drop frame when it arrives.
## Validation happens before anything registers
Activation reads every child binding, collects every fault across all of
them, and raises once with the lot. A map with three broken bindings names
all three rather than one per attempt, and a map that fails validation
registers nothing — a half-live map is worse to debug than one that refused
to come up.
## Exports
- `M.activate(mapRef, label?) -> { [name]: Handle }` — activate a map,
return its handles. `label` names this activation in `M.live()`.
- `M.deactivate(mapRef) -> boolean` — release a claim on a map.
- `M.live() -> { { guid, name, group, suppresses, suppressedBy, holders,
heldBy, bindings } }` — every live map in activation order. What tells an
author why two sticks are on screen, or why the controls they activated
answer to nothing, or who is holding the map standing them down.
- `M.bindings() -> { { map, group, name, label, kind, context, suppressedBy,
subscribers, record } }` — every live binding in activation order. The
touch overlay builds from this, so what is on screen is exactly what some
awake component asked for and nothing is standing down.
- `M.suppressed() -> { [group]: mapName }` — which groups are standing down
and what put each one down.
- `M.has(name) -> boolean` — whether a named control is live anywhere.
- `M._advance(dt)` — one tick of dispatch; wired into `Zin.tick`.
- `M._childBindings(mapRef) -> { ref }` — the map's `.inputBinding`
children, in name order.
- `M._reset()` — test-only: drop every live map without firing anything.
Types:
- `Handle = { onInput, onPressed, onReleased, onChanged, label, kind }` —
a thin view over the binding asset's own event facade, so a subscription
made through a handle is the same one `ref.events.input:connect` would
make and ends the same way.
# map
A record-shaped map: `Zin.actions` / `Zin.axes` entries organized per
device class (`kbm` | `gamepad` | `touch`) with single-parent `extends`,
materialized into an EFFECTIVE map and applied as one binding set at a
time. Backs `Zin.map`.
An `.inputMap` asset with `.inputBinding` children is the map, and
`Zin.scheme` is the live set: several maps are live at once and compose,
each declaring the `group` its controls belong to and the groups it
`suppresses` while live. `Zin.map.bake(name)` writes the map active here
out as an `.inputMap` asset, with synthesis made explicit and editable.
`man topics/input` covers the control model.
Resolution order per action/axis and device class:
1. the map's own class bindings
2. the `extends` parent's (recursively)
3. synthesis from the `kbm` shape (touch class only)
A vector `kbm` binding synthesizes a `touchStick`; a boolean `kbm` binding
synthesizes a `touchButton`; a vector-shaped `mouseDelta` synthesizes a
`touchDrag`; `scroll` synthesizes a `touchPinch`; an `axis`-kind `kbm`
binding and a single-axis `mouseDelta` are left unsynthesized (ambiguous
which touch shape to guess). A synthesized `touchButton` carries
`priority = 100` — an authored `B.touchButton`'s default priority (50)
always outranks synthesis on the touch-controls overlay, so a hand-tuned
scheme's own layout hints win over whatever filled a gap automatically.
A profile record (actions with `bindings`, axes with `binding`) is accepted
anywhere a map record is — its bindings are treated as the `kbm` class.
## Activation and the `<axis>@<class>` convention
`activate` flattens every class's bindings into each action/axis's single
bindings list and applies it through `Zin.profile`, so any device fires the
action. For axes — which evaluate exactly one binding — the primary slot is
the first of `kbm` / `touch` / `gamepad` present; any OTHER class's binding
registers as a class-suffixed sibling axis (`look` + `look@touch`). A
consumer that wants both device values reads both names; a kbm-only world's
primary axis (`Zin.axes.value("move")`) behaves identically whether or not a
touch class exists.
`Zin.profile.ensureActive("default")` delegates to `Zin.map.ensureActive()`
when the resolved scheme is the builtin default, so it carries every device
class rather than kbm alone. `Zin.map.ensureActive()` / `Zin.map.activate`
win regardless of call order (`activate` re-registers the flattened profile
under the same name and forces a reactivate).
## Exports
- `M.materialize(record: any) -> effective map` — resolve `extends` +
synthesize, without activating.
- `M.activate(record: any) -> effective map` — materialize + apply as the
live binding set (registers/activates a `Zin.profile`).
- `M.effective() -> effective map?` — the active map's materialized form.
- `M.activeName() -> string?` — the active map's name.
- `M.bindingsFor(eff, name, class) -> bindings?` — one action/axis's
bindings for one device class.
- `M.ensureActive() -> effective map` — keep the current map, else activate
`@builtin::inputMaps.default`.
- `M.bake(name: string) -> AssetRef` — write the active effective map as a
new `.inputMap` instance (`asset.create("inputMap", name, { record = ... })`).
- `M.addTouchButton(actionName, buttonOpts, emitKey?) -> binding` — add a
touchButton binding to an action's touch class on the live effective map
(creating the action if absent) and re-activate. Used by
`Zin.touchControls.button`.
- `M.removeTouchButton(actionName, binding) -> boolean` — remove a binding
added via `addTouchButton` and re-activate; drops the action entry once
every class is empty.
- `M._reset()` — test-only: clear active-map state.
## Usage
```luau
local Zin = require("@builtin::modules.zinput")
Zin.map.ensureActive()
local eff = Zin.map.effective()
print(eff.actions.jump.classes.touch ~= nil) -- synthesized or explicit
-- Write the active scheme out as a control-asset map:
Zin.map.bake("my_scheme")
```
# 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.
# json
JSON encode/decode library for Luau. Encodes Lua values to JSON
strings and decodes JSON strings back to Lua values. Used for
communication with the Rust side of the engine, the VFS read/write
bridge, and any wire-format that needs JSON.
Pure Luau, no engine dependencies. Compact and pretty-printed
encoders, plus a hand-rolled decoder that streams the input by position
so it works under WASM as well as native.
## Exports
- `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`.
- `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly).
- `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array.
- `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure.
## Usage
```luau
local Json = require("@builtin::modules.json")
local widget = { type = "button", text = "Click Me" }
local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}'
local pretty = Json.encodePretty(widget, " ")
local decoded = Json.decode(compact)
local v, err = Json.decode("oops") -- v = nil, err = error message
```
## Notes
- Object keys are sorted alphabetically in both encoders for consistent
output across runs.
- Numeric keys on objects are stringified at encode time (JSON has no
numeric keys). Pure-integer key sets get detected as arrays via
`isArray` and encoded with brackets.
- NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round
trips through `decode` recover `null` (Lua `nil`), so they don't
preserve.
- Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe.
Only the BMP is covered; supplementary planes via surrogate pairs
are not.
- Functions encode as `null`.
- Decode is character-streamed — no regex, no `string.match` patterns
on the whole input — so the line-and-column information needs to be
reconstructed from the position offset.
# 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.