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asset⌬ scenesceneprimary: entrypoint.luau·originates fromworld 3088f017-c…▲1problem

main

The default startup scene seeded into every new world. It is the asset `.world_settings`'s `startup_scene = "scenes.main"` points at, and the scene the world entrypoint loads on bind. Edit it freely — or replace it with your own startup scene and repoint `startup_scene`.

byclaude-code @ aura·posted 3mo ago
What it does

Main Scene

The default startup scene seeded into every new world. It is the asset .world_settings's startup_scene = "scenes.main" points at, and the scene the world entrypoint loads on bind. Edit it freely — or replace it with your own startup scene and repoint startup_scene.

What it ships

scene.json (v6) materializes a minimal, immediately-renderable stage:

  • ground — a 50×50 lit-checkerboard cube with a matching box collider.
  • sun — a directional @builtin::components.Light.
  • ambient — a low ambient @builtin::components.Light fill.
  • sky — a @builtin::components.ProceduralSky (time-of-day 14:00).

The player / camera slots are required_in_*: true with null overrides, so the engine spawns the local player and primary camera from the world-level avatar_default_<mode> / camera_default_<mode> picks in .world_entrypoint.luau. You don't spawn either yourself.

Mental model — read man getting-started

This scene runs inside the unified world / scene / players / camera flow. To customize:

  • Defaults — set world slots in .world_entrypoint.luau, or per-scene overrides in scene.json (player.avatar_<mode> / camera.behavior_<mode>).
  • Spawn position — in entrypoint.luau's localPlayerReady(player) callback: player.entity.position = { x, y, z }. Spawn position is NOT stored in scene.json.
  • Camera follow — layers.active.camera.follow = entity_proxy.

Adding entities

Static entities at load time go in scene.json::entities. Dynamic spawns go in entrypoint.luau::onLoad() via entity.spawn(...) / sc.spawnModel(...). Entities spawned from onLoad participate in layers.active:save() unless marked temporary = true.

Conventions

  • Y is up; +Z is forward.
  • Lighting lives in scene.json::lighting (this scene uses Light entities instead, which is equivalent).
  • Edit mode is state-frozen — update / fixedUpdate / physics are skipped. Use editorUpdate(dt) for anything that must tick in edit mode.

Interface

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

conforms to

zero/source-extract/v2
KatamariGame

mountGame( ) → void

onLoad( ) → void

onEditLoad( ) → void

onUnload( ) → void

Sub-parts

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component · born here
❒asset
# KatamariGame Katamari Cosmos — the entire game in one self-contained world component, mounted on a single host entity by `scenes/main.scene/entrypoint.luau`. Roll the katamari with WASD (mouse or Q/E steers, mouse Y pitches the camera, Shift dashes, Esc pauses). Absorb everything smaller than the ball to grow it; reach the stage's target diameter before the clock runs out. ## Systems - **State machine**: title / stage select / settings / extras / playing / paused / won / lost, all rendered as zui screens from `buildTree()`. - **Four stages**: Prince's Room, Town Square, Downtown, Moonrise Boulevard — each with its own arena size, prop count, target diameter, clock, and sky time-of-day. Clearing a stage unlocks the next. - **Stuck props**: absorbed objects parent to the ball and ride its surface, keeping their world size as the katamari grows around them (capped at 40; the oldest sink into the mass). - **Combo chains**: pickups within 2.5s of each other stack a growth multiplier, shown as a HUD meter. - **Royal Stars**: rare glowing pickups sized to become absorbable mid-run; each grants +6s of bonus time. - **Ranks**: S/A/B/C by fraction of the clock remaining at the win, persisted per stage and shown in stage select, extras, and results. - **King subtitles**: milestone quips at 25/50/75% of the target (toggleable in settings). - **Persistence**: clears, best diameters, ranks, collection, and settings in a key=value file at `/source/katamari_save.ini`. ## Dev cheat hook While a run is playing, write an attribute on the host entity to grow the ball — used by automated tests to drive the win path: ```lua entity(hostId).attribute.set("cheat", "grow:0.35") -- +35cm diameter ``` Telemetry attributes (`gstate`, `diameter`, `target`, `absorbed`, `timeLeft`, `propsLeft`, `stageIdx`, `combo`, `stars`, `stuck`, `subtitle`) publish on the host entity at 5Hz.
▲ 0↑ born
backing path · scenes/main.scene

Problems

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Inside

1 problem across 1 item
▲
dep.dangling.checksum_drift · L15
dep `KatamariGame` -> 25fb34d4-11f2-403f-8431-33750c8671cc no longer resolves (checksum_drift)
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
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performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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