| name | msw-scripting |
| description | Authoring MSW scripts (.mlua) plus integrated playtest and debugging. Covers mlua syntax, annotations (@Component/@Logic/@ExecSpace/@Sync), lifecycle, exec spaces, property sync, event system, file workflow, build-log inspection, error classification, and the test/debug loop. Keywords: script, mlua, lua, Component, Logic, annotation, ExecSpace, Sync, event, play, test, debug, lifecycle. |
MSW Scripting (.mlua) — Framework + File Workflow + Playtest & Debugging
mlua is Lua-based, but it has MSW-specific annotations, a lifecycle, and an execution-space model.
General Lua knowledge alone will not produce working code. All work is done by editing files in the workspace directly,
and code is validated in the order build logs → runtime logs.
1. Core Principles (must follow)
1.1 Existing Script First
Before creating a new .mlua, glob/keyword-search under ./RootDesk/MyDesk/ for an existing script with the same purpose — extending an existing file is always the first choice. Duplicate implementations raise maintenance cost and conflict risk.
1.2 Folder Structure for New Scripts — Never Dump Files Flat
When a new .mlua is unavoidable, place it under a feature/category subfolder. Required path shape: ./RootDesk/MyDesk/<FeatureFolder>/<ScriptName>.mlua.
- Reuse an existing subfolder if it fits (
Player/, UI/, Combat/, Inventory/, …); glob ./RootDesk/MyDesk/ first.
- Otherwise create one named for the feature (PascalCase). All related scripts of one feature (Component/Logic/Event/Struct) stay together. Even a single-file feature gets its own folder.
- Forbidden: catch-all folders like
Scripts/, Misc/, Common/, New/, temp/. A flat root makes rule §1.1 (search before creating) impossible.
Examples: Inventory/InventoryManager.mlua, Combat/MeleeAttackComponent.mlua, UI/Popup/RewardPopupLogic.mlua.
1.3 Never Guess APIs — Verify Before Writing
Guessing an MSW API name/param/return type silently fails at runtime. Required order: .d.mlua for signature → msw-search for semantics/examples if needed → write → LSP diagnose (auto-run).
The engine API lives under ./Environment/NativeScripts/:
| Folder | Contents | Count |
|---|
Component/ | Engine components | 104 |
Service/ | System services | 46 |
Event/ | Event types | 202 |
Logic/ | Built-in logic | 9 |
Enum/ | Enumerations | 118 |
Misc/ | Utility types (Vector2, …) | 140 |
Known name → Read ./Environment/NativeScripts/{folder}/{name}.d.mlua. Unknown name → Grep keywords there.
1.4 Lint (LSP diagnostics)
mlua-diagnose hook runs LSP diagnose automatically after every .mlua create/modify. Iterate fix → re-edit until error-severity diagnostics reach zero.
1.5 .codeblock & Refresh
.codeblock files are generated by Maker Refresh — never create/edit/delete manually.
- After any
.mlua create/modify/rename/delete, call Maker MCP refresh. Refresh requires edit mode — stop first if playing.
1.6 MSW ≠ Unity — Do Not Reason From Intuition
Applying Unity/generic patterns directly compiles fine but silently fails at runtime. Common misconceptions:
| Unity intuition | MSW reality / Where it's covered |
|---|
gameObject / transform from a global manager | @Logic has no self.Entity — see §3.2 (use property injection / _EntityService) |
OnMouseDown / BoxCollider2D for clicks | Physics colliders never emit TouchEvent — World uses TouchReceiveComponent (§10); UI uses ButtonComponent/UITouchReceiveComponent |
OnCollisionEnter + Rigidbody | Entity↔entity collisions need TriggerComponent + TriggerEnter/Leave/Stay event |
UI field names (interactable/text/color) | MSW-specific names — check msw-ui-system/references/component-api.md. Common mappings: disable→Enable, text→Text, text color→FontColor, tint→Color. ButtonComponent.Interactable doesn't exist. |
| Attach multiple Rigidbody/Collider freely | One Body per map type — see msw-general/references/platform.md §4 |
| Touch UI from server code | UI is client-only — server→UI goes via @ExecSpace("Client") RPC. Hosting Server/ServerOnly/Multicast/@Sync on a UI-attached Component silently no-ops with runtime warning. See msw-ui-system/references/runtime-patterns.md |
Instantiate(prefab) callable anywhere | _SpawnService:SpawnByModelId(id, name, pos, parent) — parent required, server-only — see §11 |
static classes / hand-rolled singletons | @Logic is itself the singleton — call as _ScriptName:Method(), never instantiate — see §3.2 |
Rule: when tempted to apply a Unity pattern, stop and verify against Environment/NativeScripts/*.d.mlua first.
1.7 Builder Protocol Preflight — MUST
If this turn touches .map / .model / .ui (directly, or via spawn/entity-placement/UI-binding code in .mlua), Read ../msw-general/references/builder-protocol.md first (full file, every turn — do not skip on prior-turn memory). It consolidates the write-side contracts (componentNames sync, typeKey metadata, auto-lint, child-entity invariants, placeModel mirroring) for all three builders; knowing one builder doesn't cover another.
Triggers (broad on purpose): _SpawnService / SpawnByModelId / SpawnByEntity; any .map/.model/.ui change; calling msw_map_builder.cjs / msw_model_builder.cjs / msw_ui_builder.cjs; any "new monster/NPC/popup/map object" request; §11 or §16 work.
1.8 Method Documentation Comments — Inside the Body
Every method (lifecycle, RPC, event handler, user-defined) must have a description comment as the first line inside the body, never above the declaration. mlua's parser binds leading comments to the previous declaration, so an "above" comment is unreliable.
method void ApplyDamage(Entity target, number amount)
target:TakeDamage(amount)
end
method void ApplyDamage(Entity target, number amount)
target:TakeDamage(amount)
end
2. Paths and File Roles
| Target | Path | Agent action |
|---|
| User scripts | ./RootDesk/MyDesk/**/*.mlua | Create / read / modify / delete directly |
| Auto-generated artifacts | *.codeblock | Do not touch (Refresh manages them) |
| Engine API definitions | ./Environment/NativeScripts/** | Read-only (do not modify) |
| Models (component lists) | ./RootDesk/MyDesk/*.model, ./Global/*.model, etc. | Edit Components when attaching scripts |
| Map instances | ./map/*.map | Edit when attaching scripts to entities that exist only inside a map |
3. Script Types and Declarations
3.1 Component scripts (@Component)
Scripts attached to an Entity. Use self.Entity to access the owning entity.
@Component
script MyScript extends Component
property number Speed = 5.0
@ExecSpace("ServerOnly")
method void OnBeginPlay()
end
end
Allowed parents:
Component — generic component
AttackComponent — attack system (Shape, AttackFast, OnAttack)
HitComponent — hit system (OnHit, HandleHitEvent)
3.2 Logic scripts (@Logic)
Global singletons. Run independently without an Entity. Use for game managers, UI managers, utilities, etc.
@Logic
script GameManager extends Logic
@Sync property integer Score = 0
@ExecSpace("ServerOnly")
method void OnBeginPlay()
end
end
- One per world (singleton)
- Accessed as
_<ExactScriptName> — no suffix stripping. TDHUDLogic.mlua → _TDHUDLogic (not _TDHUD); TowerDefenseConfig.mlua → _TowerDefenseConfig. Heuristic stripping silently returns nil.
- Supports
@Sync properties (server→client)
- Logic's
OnUpdate runs before Components'.
⚠️ @Logic has no self.Entity — Logic parent only exposes ConnectEvent/DisconnectEvent/IsClient/IsServer/SendEvent. self.Entity.xxx compiles but is a runtime nil-access. To bind a world entity, inject via property (property Entity x = "uuid" / property EntityRef x = "") or look it up with _EntityService:GetEntityByPath(...) / :FindEntityByName(...). Property injection (UUID literal) is preferred. See §7.
⚠️ OnMapEnter / OnMapLeave never fire on @Logic — they're Component-only (see §5). Declaring them on a Logic is silent dead code.
Decision: @Component vs @Logic — by lifetime, not "is it global?"
| Scope | Pick | Why |
|---|
| World-wide, survives every map transition (account state, world event bus, global UI manager) | @Logic | Engine singleton; lives for whole world session. |
| Map-scoped — only meaningful inside one map (quest controller, wave spawner, puzzle) | @Component on the map entity | Cleaned on map unload. Putting this in @Logic leaks state/timers across maps. |
| One actor (monster AI, item pickup, player skill) | @Component on that entity | |
Ask: "Still running after the player walks to another map?" — Yes ⇒ @Logic; No (this map) ⇒ @Component on map entity; No (this actor) ⇒ @Component on actor.
3.3 Extend scripts
@Component
script PlayerAttack extends AttackComponent
end
3.4 Other script types
@Event (custom event) · @Item (inventory) · @BTNode (behaviour tree) · @State (state machine) · @Struct (composite data type).
4. mlua Language Extensions (vs. plain Lua)
Based on Lua 5.3 with these differences:
Added syntax:
continue — skip to next loop iteration.
- Compound assignment:
+=, -=, *=, /=, //=, %=, ^=, ..= (and bitwise &=, |=, <<=, >>=). Multi-assign (a, b += 1, 2) and use as a function arg (print(a += 1)) are invalid.
- Bitwise operators:
&, |, <<, >>.
Restrictions:
- No globals (
global keyword forbidden) — share values via Properties.
- No coroutines (
coroutine.*).
- Parent call is
__base:MethodName(), not super.
Built-in utility functions:
| Function | Purpose |
|---|
log() / log_warning() / log_error() | Logging at each severity |
wait(seconds) | Pause script execution |
isvalid(obj) → boolean | Validity (handles deletion/nil) |
enum(t) → table | Swap keys and values |
beginscope(name) / endscope() | Profiling scopes |
5. Lifecycle
OnInitialize → OnBeginPlay → OnUpdate(delta) → OnEndPlay → OnDestroy
↑
OnMapEnter / OnMapLeave (Component only, per transition)
| Method | When | Where | Purpose |
|---|
OnInitialize | After creation | Component + Logic | Init internal vars (rarely used) |
OnBeginPlay | Game start | Component + Logic | Wire events, start timers, initial setup |
OnUpdate(delta) | Every frame | Component + Logic (Logic first) | Movement, animation, input |
OnMapEnter / OnMapLeave | Map transition | Component only (silent no-op on Logic) | Per-map init/cleanup |
OnEndPlay | Game end | Component + Logic | Disconnect events, clear timers (mandatory!) |
OnDestroy | Removal | Component + Logic | Final cleanup (rarely used) |
Required pattern: everything connected in OnBeginPlay must be released in OnEndPlay (events, timers).
property any eventHandler = nil
property integer timerId = 0
method void OnBeginPlay()
self.eventHandler = self.Entity:ConnectEvent(SomeEvent, self.OnSomeEvent)
self.timerId = _TimerService:SetTimerRepeat(self.Tick, 1/60)
end
method void OnEndPlay()
if self.eventHandler then self.Entity:DisconnectEvent(SomeEvent, self.eventHandler) end
if self.timerId then _TimerService:ClearTimer(self.timerId) end
end
6. Execution Space (ExecSpace)
MSW is a server-client architecture. Every method must declare where it runs.
| ExecSpace | Runs on | Direction | Use case |
|---|
ServerOnly | Server | Server-internal only | Damage calc, state changes, spawning |
ClientOnly | Client | Client-internal only | UI updates, effects, sounds |
Server | Server | Client→Server RPC | Client requesting the server (attack, item use) |
Client | Client | Server→Client RPC | Server notifying a client (result UI, effects) |
Multicast | All clients | Server→all clients | Global events (announcements, boss spawn) |
| (unspecified) | Caller side | Server→Server, Client→Client | Shared functions executed locally on either side |
ExecSpace constraints on lifecycle methods
| Method | Allowed ExecSpace |
|---|
OnSyncProperty | ClientOnly only |
OnInitialize, OnBeginPlay, OnUpdate, OnEndPlay, OnDestroy, OnMapEnter, OnMapLeave | ServerOnly, ClientOnly, or unspecified |
| All event handlers | ServerOnly, ClientOnly, or unspecified |
| Custom user methods | Any of Server, Client, ServerOnly, ClientOnly, Multicast |
Typical server-client pattern
[Client] input (ClientOnly) ──Request()──→ [Server] validate (ServerOnly)
├─ state auto-syncs via @Sync
[Client] UI update (ClientOnly) ←──Show()──────┘ (Client RPC)
ServerOnly: client call is silently ignored (no error).
Server: client→server RPC (network latency).
Client: server→client RPC; add UserId as the last call-site arg to target one client (do NOT add it to the declaration).
senderUserId — verifying the requester
Inside an @ExecSpace("Server") body, the local senderUserId holds the caller client's UserId (server-assigned, not client-modifiable). Use it for security checks.
@ExecSpace("Server")
method void RequestBuyItem(integer itemId)
if senderUserId ~= self.Entity.PlayerComponent.UserId then return end
self:ProcessPurchase(itemId)
end
Reserved parameter names — name is unavailable
Four parameter names are reserved for the RPC marshaller and cannot be used as your own parameter names on any @ExecSpace(...) method. The LSP blocks the script with '<name>' name is unavailable.:
| Reserved | What the engine uses it for |
|---|
self | Method receiver |
senderUserId | Calling client's UserId on @ExecSpace("Server") bodies |
targetUserId | Recipient client's UserId (last call-site arg on @ExecSpace("Client") bodies — do NOT declare it; the engine appends it) |
messageOwnerEntity | Originating entity for some service callbacks |
Rename your own parameters when they collide (targetUserId → forUserId, senderUserId → fromUserId). self is the receiver and cannot be aliased — pick any other name for an unrelated parameter.
Manual branching — IsServer() / IsClient() are methods, not properties
When a method has no @ExecSpace (runs on whichever side called it) and needs different paths per side, branch with self:IsServer() / self:IsClient(). Both are declared as method boolean IsServer() / method boolean IsClient() on Component and Logic — they must be called, not read.
if self:IsServer() then ... end
if self.IsServer then ... end
The dot-without-parens form is a silent bug: the LSP doesn't flag it, the script compiles, and the "if" always enters because a method object is truthy — so client-only code runs on the server too (or vice versa). The symptom is "both branches execute on both sides," not a crash. Use colon-call (self:IsServer()) every time.
Cross-boundary parameter types
Allowed across server↔client RPC: string, integer, number, boolean, table, Vector2/3/4, Color, Entity, Component, EntityRef, ComponentRef. any not allowed. Engine enums also do not cross — neither typed (the LSP rejects engine enum types as parameters) nor smuggled via any (runtime LEA-3036 InvalidCast). Standard workaround: encode the choice as a string key on the sender, branch on the receiver, and convert back to the enum locally. SyncTable<k,v> generics must also be from the allowed list.
7. Property System
Basic types
number (float/double — integers are separate type integer), string, boolean, Vector2/Vector3, Color (r,g,b,a in 0.0~1.0), any.
property number Speed = 5.0
property integer Count = 0
property Vector2 Direction = Vector2(0, 0)
property Color Tint = Color(1, 1, 1, 1)
Entity / Component reference properties
property Entity targetEntity = "94a274e4-4111-40f1-924d-c95a3a1f14d5"
property ButtonComponent btnOk = "uuid-string"
AI must inject UUIDs directly — read id from .map/.ui and hard-code as string literal. Never ask the user to drag-bind in the editor (that's a human-author convenience).
Entity vs EntityRef
Entity / Component references are dropped on map transition. EntityRef / ComponentRef survive map transitions — prefer for multi-map games.
Sync annotations
@Sync — server → all clients. One-way; client-side change does NOT propagate back. Has network latency.
@TargetUserSync — server → owning user's client only. Useful for per-player private data (currency, achievements). On a non-PlayerEntity it falls back to plain @Sync.
- Cannot be synced:
any, table — use SyncTable instead.
- Both take no arguments.
@Sync property number CurrentHp = 100
@TargetUserSync property number PrivateScore = 0
@Sync property SyncTable<number> Scores
@Sync property SyncTable<string, number> Stats
SyncTable<...> property — no default literal
Declare SyncTable<V> (array form) or SyncTable<K, V> (dict form) without an = ... initializer. The engine reserves the = slot of a SyncTable property for its own type bookkeeping and auto-initializes the property to an empty collection at runtime. Any literal you write (= {}, = { key = val }, = nil) is silently dropped — it is misleading noise, not a real default, and a round-trip through the codeblock will erase it.
Populate initial entries in OnInitialize / OnBeginPlay:
@Sync property SyncTable<string, number> Stats
@Sync property SyncTable<number> Scores
method void OnBeginPlay()
if self:IsServer() then
self.Stats["hp"] = 100
self.Stats["mp"] = 50
self.Scores:Add(0)
end
end
Assigning a plain Lua table to a SyncTable property at runtime is also rejected — the property accepts only its own proxy. Mutate it field by field (self.Stats[k] = v) or call its methods (self.Scores:Add(v) / :Remove(v) / :Clear()).
SyncList<V> is not a user property type
SyncList<V> is exposed only as a readonly property on native engine Components (e.g. TagComponent.Tags, PhysicsColliderComponent.PolygonPoints, SkeletonRendererComponent.AnimationNames, the various JointComponent.Joints). User scripts can read these and call their methods (:Add(v), :Remove(v), :Clear(), .Count, :ToTable()), but cannot declare property SyncList<...> X on their own @Component / @Logic and cannot instantiate SyncList(...).
For synced collections in your own scripts, use SyncTable<V> (array form) or SyncTable<K, V> (dict form) — see above.
Temporary properties (_T)
self._T.<name> is non-synced, declaration-free ad-hoc state. Server and client keep their own values; never shown in inspector. Cannot be @Sync'd.
OnSyncProperty callback
Client-side hook fired when a @Sync property changes. Must be ClientOnly (cannot be changed). Available on Component and Logic.
@ExecSpace("ClientOnly")
method void OnSyncProperty(string name, any value)
if name == "CurrentHp" then self:UpdateHpBar(value) end
end
Property editor attributes
@DisplayName("...") @Description("...") @MaxLength(20) @HideFromInspector
@MinValue(0) @MaxValue(999) @Delta(5)
8. Event System / RPC
Static subscription — @EventSender + handler
@EventSender("Self") handler HandleHitEvent(HitEvent event) ... end
@EventSender("Service", "InputService") handler HandleKeyDown(KeyDownEvent event) ... end
@EventSender 1st arg: "Self" / "LocalPlayer" (no 2nd arg) · "Entity",id / "Model",id / "Service",typeName / "Logic",typeName.
Dynamic subscription — ConnectEvent / DisconnectEvent
self.clickHandler = entity:ConnectEvent(ButtonClickEvent, self.OnClick)
entity:DisconnectEvent(ButtonClickEvent, self.clickHandler)
For per-element captured state (card IDs, slot indexes), use a closure handler; store the returned EventHandlerBase in a table and disconnect each in OnEndPlay.
for _, id in ipairs(cardIds) do
local capturedId = id
local h = e:ConnectEvent(ButtonClickEvent, function() self:OnCardClicked(capturedId) end)
table.insert(self.clickHandlers, { entity = e, handler = h })
end
⚠️ ConnectEvent is on Entity / Logic / Service — NOT Component. Components only emit events; subscribe on the owning Entity (or _InputService / _<LogicName>). self.Entity.ButtonComponent:ConnectEvent(...) runtime nils.
self.clickHandler = self.Entity:ConnectEvent(ButtonClickEvent, self.OnClick)
self.keyHandler = _InputService:ConnectEvent(KeyDownEvent, self.OnKeyDown)
⚠️ handler vs method void — handler Name(Ev e) pairs with @EventSender(...) and is wired by declaration. method void Name(Ev e) is the dynamic callback wired via ConnectEvent(EvType, self.Name). Mixing them compiles but never fires (E-V1-5). If @EventSender is present → handler; if you'll call ConnectEvent → method void.
CustomEvent — typed class style
The only way to author one is @Event + extends EventType with property fields. There is no inline factory.
@Event
script DamageDealtEvent extends EventType
property number amount = 0
end
local dmg = DamageDealtEvent(); dmg.amount = 50
self.Entity:SendEvent(dmg)
self.Entity:ConnectEvent(DamageDealtEvent, self.OnDamage)
method void OnDamage(DamageDealtEvent event) log(event.amount) end
NativeEvent (engine-provided, e.g., HitEvent.TotalDamage/.AttackerEntity, ButtonClickEvent, StateChangedEvent.PrevState/.CurState) — see Environment/NativeScripts/Event/.
9. Validity Checks and Method Override
Validity checks
Accessing a deleted entity is a runtime error — always isvalid() first.
if isvalid(entity) then ... end
if isvalid(self.Entity.SomeComponent) then ... end
Method override
In an extends-ing script, a method with the same signature as the parent overrides it. Built-in engine methods marked ---@sealed cannot be overridden. Call the parent original via __base:MethodName(args).
⚠️ LEA-3014 SignatureMismatch — ExecSpace must match the parent
"Same signature" includes @ExecSpace. The override must be byte-identical to the parent's annotation block — including the absence of one. Adding @ExecSpace("ServerOnly") to "make it server-side" when the parent has none → runtime LEA-3014.
Common offenders: AttackComponent / HitComponent damage hooks (CalcDamage, CalcCritical, GetCriticalDamageRate, GetDisplayHitCount, IsAttackTarget, IsHitTarget, OnAttack) are all declared without @ExecSpace. Override with no annotation — they're still safe because the server-side hit pipeline is the only caller.
Workflow: read the parent in .d.mlua (§1.3) and copy its annotation block verbatim. Fix LEA-3014 by aligning the child's @ExecSpace to the parent's, never the reverse.
10. Input / Click Events — World vs UI (Do Not Confuse)
World touch — two approaches
| Approach | Event | Connect on | Use |
|---|
Entity touch — TouchReceiveComponent on entity | TouchEvent (+Hold/Release) | entity:ConnectEvent(...) | "Which entity was touched" — NPCs, items |
| Screen touch — no component | ScreenTouchEvent | _InputService:ConnectEvent(...) | "Where on the screen" — placement, move target |
Both events carry TouchId (int32) + TouchPoint (Vector2 screen coord). For world coords, _UILogic:ScreenToWorldPosition(event.TouchPoint). Filter UI clicks with _InputService:IsPointerOverUI(). If TouchEvent misses, ScreenTouchEvent + ScreenToWorldPosition is the no-config fallback.
⚠️ Physics colliders do NOT emit TouchEvent — BoxCollider2D, CircleCollider2D, Rigidbody/Kinematicbody, and TriggerComponent all do not deliver touch input. Only TouchReceiveComponent emits TouchEvent/TouchHoldEvent/TouchReleaseEvent.
Setup: AutoFitToSize = true (auto-fits TouchArea to the Sprite/Avatar scale) is the simplest path. Manual TouchArea should leave 10–20% slack beyond the sprite. RelayEventToBehind = true (default) forwards through; set false only to block.
Not firing? Check, in order: (1) TouchReceiveComponent actually attached (in .map / .model); (2) TouchArea non-zero and entity visible on screen; (3) no front entity blocking with RelayEventToBehind = false; (4) handler stored in a property any (otherwise GC'd).
Selection rule: "Which entity was touched" → TouchEvent; "Where on the screen" → ScreenTouchEvent.
PC mouse buttons (left/right/middle) — use KeyDownEvent, not ScreenTouchEvent.TouchId == 2
ScreenTouchEvent fires on PC only for the left button (TouchId == 1); TouchId == 2 is mobile two-finger touch — reading right-click through it works in the Maker simulator but is silent no-input on real PCs. For PC mouse buttons, _InputService:ConnectEvent(KeyDownEvent, ...) and branch on event.key == KeyboardKey.Mouse0 / Mouse1 / Mouse2 (Left = 323, Right = 324, Middle = 325). To support both mobile multi-touch and PC, connect both ScreenTouchEvent and KeyDownEvent — they don't double-fire (no mobile right-click; no PC TouchId == 2).
UI clicks
For UI entities (./ui/*.ui, ui tree), use ButtonComponent + ButtonClickEvent. Putting UI events on a world object (or vice versa) silently does nothing — decide first whether the target is a world object or a UI panel button.
11. Map Context and Entity Spawning
§1.7 trigger — Read builder-protocol.md before any spawn / .map / .model work.
Children traversal
For "all X in the map" / "child named Y" queries, use Entity's lookup toolkit:
| Member | Returns | Use |
|---|
Entity.Children | ReadOnlyList<Entity> (call :ToTable() to iterate) | Immediate children |
Entity:GetChildByName(name, recursive=false) | Entity | By name |
Entity:GetChild(id, recursive=false) | Entity | By UUID |
Entity:GetChildComponentsByTypeName(typename, recursive=false) | table<Component> | All matching descendants |
Entity:GetFirstChildComponentByTypeName(typename, recursive=false) | Component | First match |
local map = self.Entity.CurrentMap
local units = map:GetChildComponentsByTypeName("script.MyUnit", false)
for _, child in ipairs(self.Entity.Children:ToTable()) do log(child.Name) end
The collection is Children — ChildList/Childs/GetChildren() are wrong (compile, runtime nil, LIA-1114 Info). Runtime-spawned entities must be parented under CurrentMap to be findable.
Native vs user component access
| Access | Works on |
|---|
entity.SomeComponent (dot) | Engine-native only (TransformComponent, ButtonComponent, …) |
entity:GetComponent("script.MyUnit") | User @Component (any) |
entity:GetFirstChildComponentByTypeName("script.MyUnit", true) | User @Component on descendant |
User @Component typename is always "script.<FileBaseName>" — MyUnit.mlua → "script.MyUnit", regardless of feature-folder nesting. entity.MyUnit (dot) returns nil with LIA-1114. To pass user-component refs between scripts, declare a typed property (property MyUnit unit = "") and inject UUID.
⚠ The method is GetComponent (overloaded as GetComponent(Type) and GetComponent(string typename) — see Environment/NativeScripts/Misc/Entity.d.mlua). The *ByTypeName suffix exists only on the child variants (GetChildComponentsByTypeName / GetFirstChildComponentByTypeName).
GetComponent(string) returns the abstract Component type, so member access on the result drops to dynamic dispatch and the LSP raises LIA-1114 Info (or a type mismatch Error when the value is passed to a function whose signature expects the concrete user @Component). Cast with ---@type to restore static typing:
local unit = self.Entity:GetComponent("script.MyUnit")
unit:DoSomething()
Spawning at runtime
- Use
_SpawnService:SpawnByModelId(id, name, pos, parent) — parent is required (no default). Pass self.Entity.CurrentMap. SpawnByEntity differs — parent = nil is allowed.
- A
.model template must already exist. New-object flow: author .model → spawn or place on map.
Body components vs direct Position writes
Entities with a Body (Kinematic/Rigid/Sideview) ignore direct TransformComponent.WorldPosition writes — physics overwrites them next frame. Use instead:
- Per-frame:
MovementComponent:MoveToDirection(dir, dt)
- Teleport (local):
MovementComponent:SetPosition(pos) or body:SetPosition(Vector2)
- Teleport (world):
body:SetWorldPosition(Vector2) — the standard absolute-place call for Kinematicbody on RectTile maps
- Direct Transform writes are OK only for Body-less entities (decorations, effects).
Do NOT remove the Body as a workaround — disables tile collision and enter/leave events (NativeIssue_MissingComponent).
12. Frequently Used Services / Logic
All services and logic are accessed via _Name (underscore + type name). Only the most common ones are listed.
| Service / Logic | Purpose |
|---|
_SpawnService | Spawn entities (SpawnByModelId, SpawnByEntity). There is no Despawn method — remove spawned entities via Entity:Destroy() / Entity:Destroy(delaySeconds) (both ControlOnly). |
_TimerService | Timers (SetTimer, SetTimerRepeat, ClearTimer) |
_EntityService | Entity lookup (GetEntity, GetEntities, GetEntitiesByPath) |
_UserService | Player lookup (GetUsersByMapComponent(map.MapComponent) returns all players currently on the given map — canonical "find players on this map" call, used by Soldier's FindNearestPlayer). Returns nil when no users. |
_InputService | Input state queries; receives ScreenTouchEvent |
_ResourceService | Look up resource RUIDs; LoadAnimationClipAndWait(ruid) synchronously loads an AnimationClip (block for one frame — cache the result; wrap in _ResourceService:PreloadAsync({ruid}, function() ... end) if you want to avoid the block) |
_DataStorageService | Persistent data (player saves) — ⚠️ Credit-billed. Do not call in OnUpdate / short timers; use Batch* in loops. Details: references/datastorage.md |
_UtilLogic | Random, time, string, and math utilities |
_TweenLogic | Tween animations (MoveTo, ScaleTo, RotateTo) |
_UILogic | UI coordinate conversions (e.g., ScreenToWorldPosition) — ClientOnly |
For the full list, read the .d.mlua files directly: ./Environment/NativeScripts/Service/ (46 files) and ./Environment/NativeScripts/Logic/ (9 files). For domain details, search via msw-search.
Built-in globals accessed WITHOUT the _ prefix
The _Name rule above applies to Services and Logic only. A few built-ins are exposed as plain globals — accessing them with a leading underscore is a runtime error (nil reference).
| Global (correct) | Wrong | Purpose |
|---|
Environment | ❌ _Environment | Execution-environment queries — Environment:IsMakerPlay() / IsMakerEdit() / IsPlay() / IsPublishedPlay() / IsMobilePlatform() / IsPCPlatform(), WorldId property. GetApplicationVersion() is ClientOnly (nil on server). |
CollisionGroups | ❌ _CollisionGroups | Table of CollisionGroup objects keyed by group name — CollisionGroups.HitBox, .Monster, .Player, etc. Built-ins: Default / TriggerBox / HitBox / Interaction / Portal / Climbable, plus any project-defined groups. Each entry has a .Id (string) and :GetCollideGroups(). |
13. Math, Utilities, Reserved Words, Type Annotations
Math / utility examples
_UtilLogic:RandomDouble()
_UtilLogic:RandomIntegerRange(1, 10)
_UtilLogic.ElapsedSeconds
_UtilLogic.ServerElapsedSeconds
mlua utility classes
Collections beyond Lua stdlib: List / ReadOnlyList / SyncList, Dictionary / ReadOnlyDictionary / SyncDictionary (Sync* variants auto-sync server↔client). Other utility types: DateTime, TimeSpan, Regex, Translator, Quaternion, Vector2Int, FastVector2/3 / FastColor (in-place ops for perf), Item (inventory).
.Values / .Keys on Dictionary / ReadOnlyDictionary / SyncDictionary returns a plain Lua table — iterate with ipairs directly. No :GetValues() / :ToTable() / pairs(dict) wrapper needed. Lists are similar but require :ToTable() first (ReadOnlyList<T> is not a Lua table).
for _, user in ipairs(_UserService.UserEntities.Values) do
if isvalid(user) then ... end
end
Detailed APIs in Environment/NativeScripts/ or via msw-search.
Per-session timers — never anchor on ElapsedSeconds
Trap: self.deadline = _UtilLogic.ElapsedSeconds + 15 in OnBeginPlay. The world instance survives multiple Maker play sessions, so the saved deadline is in the past on the next play and fires immediately.
For per-session countdowns, decrement a delta-driven property in OnUpdate:
method void OnBeginPlay() self.waveCountdown = 15 end
method void OnUpdate(number delta)
if self.waveCountdown > 0 then
self.waveCountdown = self.waveCountdown - delta
if self.waveCountdown <= 0 then self:StartWave() end
end
end
For session-relative elapsed time, baseline in OnBeginPlay (self.startTime = _UtilLogic.ElapsedSeconds) and subtract. Never compare raw ElapsedSeconds across sessions.
Type annotations (code hints)
---@type T / ---@param / ---@return give editor autocomplete only — no runtime effect.
Reserved words
Forbidden as identifiers: handler, property, method, script, end, extends, self, nil, true, false.
Applies to locals, parameters, properties, methods, dot-field names (rec.handler), and bare table keys ({ handler = ... }). Bracket-quoting an external string key (rec["handler"]) is fine, but prefer renaming internal keys (e.g., eventHandler).
14. External Tooling
Debug order: build logs → play → logs → stop → fix → diagnose → refresh → repeat.
15. Script Authoring Workflow
- Search existing scripts (§1.1) — modify if a similar one exists.
- Verify spec (§1.3) —
.d.mlua first, msw-search if insufficient.
- Decide path (§1.2) — feature-folder mandatory; never write to
MyDesk/ root.
- Write.
- Validate —
mlua-diagnose hook auto-runs; fix until zero errors (§1.4).
- Refresh — Maker MCP
refresh (§1.5).
- (If needed)
play → logs → stop (§17).
Delete/rename also requires refresh + cleanup of references in .model / .map.
16. Attaching Scripts (Components) to Entities
§1.7 trigger — Read builder-protocol.md first. Never edit Components arrays as raw JSON.
- Attach to
.model (preferred): ModelBuilder.addComponent() / upsertComponent(). Map instances inherit.
- Attach to one map instance only:
MapBuilder.upsertComponent(name, "script.XXX", body).
- Global models (
./Global/, e.g., DefaultPlayer): read-only by policy and affect the entire project. Copy into RootDesk/MyDesk/Models/ first, then patch via ModelBuilder.
17. Playtesting and Debugging
The procedure for verifying behavior in play mode in Maker, then narrowing down bugs with runtime logs, screenshots, and simulated input.
For the MCP tool list, play-mode constraints, and refresh rules, see msw-general.
17.1 Always Check Build Logs First
Before every play, run logs(category="build"). Build errors make scripts fail to load entirely (the component/logic behaves as if missing), and they often don't appear in runtime logs — most "code looks correct but doesn't work" reports trace to a missed build error. Fix → refresh → recheck until errors are zero, then play.
17.2 Error Classification
| Class | Signs | Where to look |
|---|
| Script error | Stack trace with file + line | Exact .mlua line; event/timing order |
| nil reference | attempt to index a nil value | Init order, isvalid, 1-frame post-Spawn timing |
| Component missing | nil component / GetComponent fails | Components array in .model; name typos |
| Sync / network | Only client breaks, values mismatch or converge late | @Sync, ExecSpace, RPC flow |
Info LIA 1113/1114/1115 (false positives) | Static-analysis can't resolve user cross-script refs (_LogicName, user @Component dot/method). Build still passes (errors=0/warnings=0) | Treat as noise; verify with log(). Scope next logs call to higher severity if they drown real issues. |
User type Symbol not found / type not found | Usage site authored before the user-type body .mlua exists. | Write the body .mlua first, then Maker refresh to regenerate the .codeblock. Build-log cache can hold one stale cycle — judge by the next diagnose. |
If logs are inconclusive, add log() in .mlua to inspect entity/component/property state.
17.3 Test-Result Report
Summarize briefly: Scenario (one line) · Env (map, refreshed?) · Steps (input/Lua) · Result (Pass/Fail/Blocked) · Evidence (1–2 log lines, screenshot if requested) · Next action.
17.4 Workflow
One unified loop for every playtest scenario:
edit → refresh → logs(category="build") ──┐
↓ (errors? fix and refresh again)
clear_logs (optional) → play
↓
keyboard_input / mouse_input to reproduce
↓
logs(category="runtime") → classify with §17.2 table
↓ (insufficient? add log() in .mlua, refresh, replay)
stop → fix → loop
Variants — same loop, different entry conditions:
| Scenario | Notable steps |
|---|
| First playtest | Start from edit → refresh. |
| Regression / fix loop | clear_logs before play for a clean repro. |
| Error analysis | After collecting runtime logs, map to §17.2 first; only add log() when classification is inconclusive. |
| Runtime value inspection | Add log() calls; if API is unknown, verify spec (§1.3) before adding the call. |
17.5 Final Verification (PASS/FAIL)
"No errors ≠ Pass." Before reporting done, gather positive log()-based evidence that the intended logic actually executed. Full checklist: references/verify-checklist.md (Runtime → Code Review → Log Evidence → PASS/FAIL).
17.6 Related Skills
msw-general — MCP tools, screenshot/logs policy, refresh rules, workspace and hierarchy.