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World

Builtin Library

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README.md

world_status.module

world.status() + world.status_text() — snapshots of the world's current state. Pure Luau; composes existing globals.

world.status() → table

{
  world = { guid, branch, title },
  mode = "edit" | "play",
  running = boolean,                       -- equals (mode == "play")
  primary_scene = { asset, name, entrypoint } | nil,
  scenes = { { asset, name, additive, parent }, ... },
  players = {
    local_player = { id, name, identity } | nil,
    by_scene = { ["main"] = { ... }, ... },
    count = number,
  },
}

world.status_text() → string

Pretty-printed multi-line companion. Useful from print(world.status_text()) or from the in-engine bash shell.

World:   Scratch World (00000000-…) — branch main
Mode:    edit  (running=false)
Primary: scenes.dungeon  (layer "main", entrypoint scenes.dungeon.entrypoint)
Loaded:
         scenes.dungeon (root)
         scenes.hud (additive, child of main)
Players: 2  (local: alice@zeromind)
  main:  alice@zeromind*, bob@zeromind
  hud:   —

When to use

Run world.status() (or world.status_text()) when:

  • An agent boots into an unfamiliar world — first move.
  • Diagnosing why a player or camera isn't spawning.
  • Verifying that mode-swap flowed (running flag flipped).
  • Querying which scenes are layered on the root.

See man getting-started for the full world / scene / players / camera flow.