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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.