Types
The 53 asset types a Zero world is built from (scenes, modules, materials, shaders, meshes, tools, and the rest), with the fields and methods each one exposes to Luau.
- agentSkill
A skill packages what an agent needs to do one job well: the instructions, the assets and toolboxes the job runs through…
- animation asset type
A single animation clip, as a composite asset. The folder <name>.animation/ carries:
- assetType (asset type)
The assetType is the type of types — the meta-type that every <typename>.assetType/ folder is an instance of, including itself.
- avatar
A playable character, composed from three independent parts:
- avatarType
An avatar type describes a kind of body: a humanoid, a quadruped, a vehicle.
- Bundle (asset type)
A bundle is a composable, spawnable entity assembly— a saved entity hierarchy plus its components, sub-assets…
- Component (asset type)
A component is a reusable behavior + data unit attached to an entity.
- Compute shader (asset type)
A .computeShader is a GPU compute (GPGPU) program with a zero-scaffolding authoring contract: you write only @compute fn main(...)…
- data (asset type)
A .data instance is a configured value binding to a dataType contract…
- dataType (asset type)
A dataType is a user-authored typed-data contract: it declares a set of fields — names, types, constraints, defaults…
- dynamicAsset (asset type)
A prompt-driven, self-regenerating 3D asset.
- editorLayout
An editor dock arrangement as an asset: a <name>.editorLayout/ folder whose layout.yaml names either the panels the arrangement holds…
- editorPanel
A dock tab in the editor, as an asset. A <name>.editorPanel/ folder carries an init.luau that returns the tab's spec:
- effect
A set of visuals packaged as one thing: every impact a weapon makes, every stage of an explosion, the muzzle flash, impact and tracer of a gun.
- .font asset type
A .font is a first-class font asset: font-file bytes (TTF / OTF / WOFF / WOFF2) converted into a guid-anchored asset via asset.create…
- gaussianSplat
A photographic capture of a real place, stored as a cloud of oriented 3D Gaussians rather than as triangles.
- guide
A guide is a single-file documentation asset: a <name>.guide/ folder whose body is guide.md, surfaced through the guides MCP tool…
- Importer (asset type)
An importer is a Luau function that converts a source file (GLB, PNG, CSV, custom binary) into one or more derived assets registered in the engine.
- inputBinding assetType
One control in a scheme — jump, move, boost — expressed as an asset.
- Input macro (asset type)
An input macro is a recorded or hand-authored sequence of input simulation events — keystrokes, mouse moves, button clicks, scroll wheel deltas…
- inputMap assetType
A control scheme, expressed as an asset.
- lightmapData
A baked-lighting container: ONE asset per scene holding every baked lighting payload the GI bake flow produces…
- loadingScreen
The screen players see while your world loads, as an asset: a <name>.loadingScreen/ folder whose screen.yaml states the title, a line of text or rotating tips…
- Material (asset type)
A material is a named, configured instance of a .shader.
- mesh
A mesh is renderable geometry — vertices and triangle indices, and, for a skinned mesh, the per-vertex skinning data that binds it to a skeleton.
- Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with require().
- Nodebox (asset type)
A nodebox is a namespace folder that groups related .procNode/ children, the way a toolbox groups .tool/ children.
- Package (asset type)
A package is an asset — a <Name>.package/ folder that bundles components, modules, scenes, presets, tools, and any other typed sub-assets under one identity…
- pixelTemplate (asset type)
A saved, reusable pixel-art sheet. A <name>.pixelTemplate/ folder asset carries a JSON payload template.pixbin…
- plugin
Compiled code in a world, used the way a module is.
- population
A hardware-instanced population at rest: one mesh drawn at every transform of a baked placement, as ONE draw call per variant at any instance count.
- Preset (asset type)
A preset is a named set of typed values for one declarer's settings schema: the texture assetType's, an importer's, a component's…
- procGraph (asset type)
A .procGraph asset is a procedural graph: a description of how to make something, written as code, that can be evaluated over and over with different numbers.
- procNode: one reusable step of procedural generation
A .procNode is a node authored as content: a folder whose init.luau is the node.
- procPack — a family of procedural ops as content
A .procPack is a FAMILY of procedural operations authored as content: a folder whose init.luau returns a pack table.
- procRecord: a kind of record a graph makes and saves
A .procRecord defines a kind of value a procedural graph moves that becomes an asset when it is saved: a material, a mesh, a texture…
- renderFeature
A render feature inserts custom GPU passes into the frame pipeline.
- rig asset type
A skeleton, as a composite asset. A rig is its own primitive — not a mesh and not an animation. The folder <name>.rig/ carries:
- Scene (asset type)
A scene is a saved, loadable snapshot of an entity scenegraph inside a world: the entity hierarchy, transforms, components, lighting…
- sceneModule — a part of a scene, authored as code
A .sceneModule is a recipe for scene content: a folder whose init.luau declares the inputs a placement may set and returns the function that builds the content.
- Service (asset type)
A service generates content you don't have yet — a 3D mesh, an image, a PBR material, a sound effect, a humanoid animation, a navigable splat world…
- serviceRun
The durable record of one service generation — what was asked for, which gateway job is doing it, and what state that job reached.
- Shader (asset type)
A shader is a WGSL program that runs on the GPU.
- Shader module (asset type)
A .shaderModule is a block of WGSL that other shaders include rather than copy — a lighting model, a set of colour-space helpers, one package's shared prelude.
- soundClip
An audio asset — a managed container holding a sound effect or music track, addressed by the .soundClip suffix.
- Style (asset type)
A style is a UI design-token bundle: colour palette, spacing scale, typography pairs, and the widget classes built from them.
- terrainData
A landscape's baked data, as one asset.
- Test Suite (asset type)
A test suite is a registrable asset that bundles one group of automated engine tests.
- texture
An image asset — the raw bytes of a png / jpg / jpeg / hdr / ktx2 / webp / bmp / tga file. Loose image files under a textures/ directory classify as texture.
- Tool (asset type)
A tool is a single agent-callable function whose schema is its typed function signature.
- Toolbox (asset type)
A toolbox is a namespace folder that groups related .tool/ children plus shared helpers.
- Voxel Template (asset type)
A voxel template is a reusable, named voxel grid that live instances link to.
- workflow
A job whose shape is a program.