# menu
The pause action: Escape, a gamepad's Start, or the on-screen Menu button.
It opens the app menu over the world, goes back one step inside it, and
closes it from the menu's first step.
# 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 in the viewport's
picture (on the scene or on the game's own UI drawn there), 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 under `@builtin::inputMaps.<name>`;
`asset.list("inputMap")` lists them with every other map.
## 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)
An asset type says what a kind of asset is: the files an asset of the kind is
made of, the code that gives it behaviour, the interface a person uses to work
with it, and how it is found, pictured and checked. A `<typename>.assetType/`
folder declares a type called `<typename>`, and every `<name>.<typename>/`
folder is an asset of it. `assetType` is itself a type, so a type is an asset
like any other: it is created, versioned, installed and contributed the same way.
## Making a type
`asset.create("assetType", "<typename>")` scaffolds a type. The type registers
the moment its folder is written, anywhere under `/zero/source/`, and from then
on `<name>.<typename>/` folders are its assets. An asset of a type that is not
registered yet is not an asset, so make the type first.
A type folder is a root: `~.x` in any file inside it names the type's own `x`,
wherever the type is installed. Keep the type's whole implementation inside its
folder and reach it that way.
What a type folder must hold is set by this type's own `type.yaml`, the same way
every type's `type.yaml` sets what its assets hold. `asset.validate` on a type
reports anything missing, and the scaffold produces a folder that passes.
## What sets your type's schema (`type.yaml`)
`type.yaml` is the structural contract every asset of the type is checked
against. The keys below are the ones the engine reads; a key not listed here is
ignored.
| Key | What it controls |
|---|---|
| `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. |
| `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. |
| `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. |
| `is_container` | Whether the suffix stays in the identities of what the asset holds. |
| `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. |
| `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. |
| `is_text_default` | Whether the asset's files are text unless stated otherwise. |
| `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. |
| `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. |
| `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. |
| `files: { required, optional }` | The files an asset holds (below). |
| `allow_unlisted` | `false` reports every file the type does not declare. |
| `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. |
| `settings:` | Typed per-asset settings (below). |
| `inspector:` | The interface people use for the type and its assets (below). |
| `preview:` | How an asset is pictured (below). |
| `references:` | Names of other assets the type's files carry (below). |
| `indexing:` | What search reads for each asset (below). |
| `describe:` | How a missing description is generated (below). |
### The files an asset holds
Each entry under `files.required` or `files.optional` is
`{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches
within one segment. Entries that share a `one_of_group` are satisfied by any one
of them. `content` lists checks on the file's bytes:
| Check | Passes when |
|---|---|
| `non_empty` | the file has content |
| `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape |
| `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML |
| `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") |
Each check takes a `message`, which is what the author is told when it fails.
### Settings
`settings: { values, schema: { type | instance, export? } }` gives every asset
typed settings. `values` names the file an asset's values live in; `schema.type`
declares one schema for the whole type, and `schema.instance` names a file each
asset declares its own in. `asset.create` writes the resolved values, and a write
to the values file reaches `onChange` with what changed.
## The human side (`inspector.luau`)
A type is used by people through its Inspector, and without one the type is
usable only from code. The Inspector is the type's interface for a person: for a
procedural graph it is the graph editor, for a kit it is the tracking view of
what the kit holds and what is still missing. Writing it is part of writing the
type.
`inspector: { type, instance? }` in `type.yaml` names the files. `type` is the
interface for the type itself and for its assets; `instance` names a file an
asset may ship to add its own. Each returns:
```luau
return {
sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } },
replace = { contents = { ... } }, -- replace a default section by id
order = { "graph", "contents" }, -- section order
}
```
`build(ctx)` receives the asset and builds the section. A section's `title`, and
the text its rows carry, is a string or an `i18n.text` value read from a catalog
(`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType",
...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a
type that names no inspector, or names one that does not load, reports it.
## Say what your type is for (`about.yaml`)
Every type carries an `about.yaml` that says what the type is for, in three
plain-language texts:
```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, in the words a game maker uses. Up to 800 bytes.
- **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes.
- **`usage`** is what a person or an agent does with one. Up to 1200 bytes.
Write about the type as a whole, not one asset of it, and say what it does now.
Agents read these texts to learn when to reach for the type and how; people
searching find the type by them. The scaffold starts each text with
`[[describe]]` and a note on what to write; a text that still starts that way
counts as not written. `services describe` can write them.
They show up in `asset.inspect` as `detail.about`, in
`assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide,
and at the top of the type's Inspector.
## Ask your assets to say what they are
A type can require each asset to carry a description: a file, written by the
author or generated, saying what the asset is and what it is for. Declare it with
a `described` check:
```yaml
files:
required:
- path: "README.md"
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
A file that is missing, empty or still has a line starting with `[[describe]]`
fails the check, and so does a YAML file whose named `keys` are missing or over
their `max_bytes`, or a Markdown file missing a named heading. `asset.validate`
names the asset, and a push that carries it is refused with `message`.
`services describe` finds such assets and writes their descriptions.
`describe:` steers what is generated:
```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>"
```
An example is an asset of your type whose description is a true, written one,
never a placeholder and never the asset being described; with none, leave
`examples` empty. A type whose assets the model cannot perceive (a sound, a
motion) says so in `guidance`, and the description is drawn only from what the
asset's own files state.
Start the file unwritten in your `template/`: a heading and one line starting
with `[[describe]]`, never example content, which every new asset would carry
verbatim. A type whose assets say what they are through their own content (a
mesh, a texture) declares no check.
## The type's code (`behavior.luau`)
`behavior.luau` returns one table. These are the keys the engine reads from it;
anything else on the table is the type's own.
### What the type's assets can do
| Key | Shape | What the engine does with it |
|---|---|---|
| `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. |
| `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. |
| `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. |
| `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). |
| `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. |
Some `ref` names mean the same for every type, and the engine calls them:
- **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below).
- **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below).
- **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe.
- **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints.
- **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode.
Some names are answered for every asset before the type is asked, so a `ref`
entry of the same name is never reached: `getSource`, `getBytes`, `getText`,
`exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours
when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the
residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`,
`gpu_resident`.
### When the engine calls the type
| Hook | Signature | When it runs |
|---|---|---|
| `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. |
| `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. |
| `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. |
| `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. |
| `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. |
| `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. |
| `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. |
### Settings hooks
| Hook | When it runs |
|---|---|
| `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. |
| `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. |
| `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. |
| `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. |
| `settingsHealed(values, stored)` | On a read, to repair stored values. |
| `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. |
`creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options
that are inputs to the type rather than settings.
### Reloading
An edit to `behavior.luau` reaches existing assets with no restart.
## How an asset is pictured (`preview:`)
| `kind` | The picture is | The type provides |
|---|---|---|
| `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` |
| `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order |
| `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` |
| `custom` | whatever `ref.preview` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
`angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop
and the framing, so an asset pictures the same in every world. A type with no
`preview:` that defines `instantiate` still answers `ref:preview()`.
A picture is rendered when something asks to view it (the editor showing the
asset, `ref:preview()`), when previews are generated on request
(`assets.generatePreviews`), and when the asset is staged. An edit alone
renders nothing. The picture records what it was made
from, so a stale one is told from a current one.
## The names your type's assets hold (`references:`)
Where your type's own format or API carries the name of another asset, declare
it here:
```yaml
references:
keys: # a top-level key of the type's files that holds a name, or a table of them
- { key: "shader", type: "shader" }
args: # an argument of a call, counting from 1
- { call: "g:node", position: 2, type: "procNode" }
fields: # a field of the options table a call takes
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in. `asset.declareReferenceKey`,
`asset.declareReferenceArg` and `asset.declareReferenceField` declare the same
from a script.
## What search reads (`indexing:`)
`indexing:` is how assets are found. Search reaches an asset only through what
its type's `indexing:` names, and adds nothing of its own. That includes you: an
asset indexed badly is one you cannot find later, when you are making something
else and need it. A type whose assets are never looked for says `indexing: none`.
```yaml
indexing:
data: # text, read from the asset's files
- role: identity
extractor: verbatim
source: { file: "README.md" }
- role: interface
extractor: symbols
source: { files: ["init.luau"] }
- role: implementation
extractor: verbatim
source: { files: ["init.luau"] }
content: # the picture
- role: identity
modality: image
source: { file: "preview.png" }
facets: # what a query filters and re-ranks by
file: ".metadata"
rigged: { type: bool, from: { components: { contains: SkinnedModel } } }
roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } }
```
**Roles.** Each `data` and `content` entry has a `role`, and a query matches in
two slots:
- **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is.
- **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both.
Ask what a person would recognise an asset of the type by, and what it does, and
point each role at the file that says it. For text, that is the asset's
description: the file your template starts with a `[[describe]]` block, which the
author writes or `services describe` fills in (see "Ask your assets to say what
they are").
**`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds
the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`.
Never index a file name (`source: { field: name }`): one
or two words carry nothing to match.
**`content`.** `modality: image` embeds the picture itself, so a text query
matches what the asset looks like. A type whose assets are looked at makes the
picture its identity.
**`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded
whole, so keys nobody declared in it are still found. Each further key is
computed for every asset and states a value for every one, including `false`: a
file can imply "not rigged" but never say it, and a query separates rigged from
unrigged only because the unrigged ones say `rigged: false`. A key is
`{ type: bool | number | enum, filter?: range, from }`, where `from` is
`{ file, field }` (a field of one of the asset's files, dotted for nesting),
`{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the
asset's entities carry).
## What blocks a push
A push checks every asset it carries against its type. These refuse it:
- a required file that is missing, a `content` check that fails, a `described` file not written yet;
- an error from the type's `validate`.
Unlisted files and warnings do not. A `described` file blocks only a push that
changes the asset. When a push is refused, the message names each asset and what
it lacks. `world.publishBlockers()` and `zm status` read the same list without
pushing.
## Typing a result from the asset (`refShapes`)
A `ref` method whose result depends on the asset (one entry per child folder, per
row of a config, per control a map declares) can only be annotated as
`{ [string]: Thing }`, which accepts any key. `refShapes` states the result for
each asset instead: a function returning a Luau type expression for that asset,
and the module whose types the expression uses. Read the asset; never run it.
```lua
-- inputMap.assetType/behavior.luau
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)` is checked and `map.noexisting` is reported.
A per-asset type applies where the call site names which asset: a component
field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`.
`asset.resolve(name, category)` carries only the category, and a name computed
at runtime carries nothing, so calls on those keep the declared return. The type
belongs to the call's result: index it there, or bind what you need from it
there, and the names stay checked.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows
what was published: `categories` (each type's method surface) and `returns`
(per-asset results by identity, then method). An identity missing from
`returns` was never published. Results are recomputed when an asset is written;
at most 64 assets of one type are read.
## Putting an asset in a scene (`ref.instantiate`)
A caller writes one piece of code against every instantiable type, so what
`instantiate` returns is fixed:
```lua
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts)
-- compose the asset under `root`, now
return Instantiable.result(self, root, idMap)
end,
}
```
**In.** `target` is the entity the asset lands under, or onto for a hierarchy
type; with none, the type spawns a new root. `position`, `rotation` (three
numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the
same for every type: `Instantiable.root` applies them to a root you make,
`Instantiable.place` to one you adopt. Document any options of your own in the
hook's `--!arg` docs.
**Out.** `(root, idMap)`. `root` is the composed root, live when you return:
build synchronously, never defer to a component's `awake`. `idMap` maps each
original id to the spawned one, so a component that composes the asset again on
every load can pass it back in and keep references into the composition. Every
call goes through `Instantiable.result`, which refuses a root that is not live
and turns a missing `idMap` into `{}`.
## Inspecting an asset (`ref.inspect`)
`asset.inspect(ref)` builds a record every asset shares (`identity`, `name`,
`guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`,
`description`, `tags`), then calls `ref.inspect(self)` for the type's own
`detail`:
```lua
M.ref = {
inspect = function(self)
-- read the asset's own files, never runtime state: inspect works on an asset
-- that has not been compiled, uploaded or registered
return { --[[ what makes this asset what it is ]] }
end,
}
```
Without it, the record is the shared part alone, and an agent inspecting the
asset learns nothing of what it is. A hook that raises leaves `detail` empty and
sets `record.warning`.
## Discovery
- `asset.list("assetType")`: every registered type.
- `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts.
- `asset.resolve("<typename>", "assetType")`: the type itself.
# 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, or by the device's own
0-based element index for a wheel, pedals, a flight stick or any element past
the canonical layout; `slot` names one pad by number or a device by a piece of
its name, omitting it means any connected pad; `rest` / `full` calibrate an
axis so `rest` reads 0 and `full` reads 1):
- `M.padButton(button: string | number, slot: (number | string)?) -> Binding`
- `M.padAxis(axis: string | number, opts: PadAxisOpts?) -> 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.