Reference
The root document and every module definition, generated from the published schemas. Enum values, numeric bounds, and cross-references are listed on each module page. Normative meaning lives in the specification.
Root document
Raw schema: /schema/1.0/schema.json
| Property | Type | Required |
|---|---|---|
$schema | const "https://visualspec.dev/schema/1.0/schema.json" | no |
visualSpec | const "1.0" | yes |
metadata | metadata | yes |
profiles | array<"ui" | "image" | "illustration" | "document" | "presentation" | "video" | "motion-graphics" | "3d" | "game"> | yes |
sources | array<source> | no |
visualReferences | array<reference> | no |
visualReferenceSets | array<referenceSet> | no |
visualLanguage | visualLanguage | no |
tokens | tokenRegistry | no |
world | world | no |
entities | array<entity> | no |
relationships | array<relationship> | no |
scenes | array<scene> | no |
components | array<component> | no |
semantics | array<semanticNode> | no |
events | array<event> | no |
actions | array<action> | no |
states | array<state> | no |
motion | array<animation> | no |
timelines | array<timeline> | no |
assets | array<asset> | no |
cameras | array<camera> | no |
lights | array<light> | no |
materials | array<material> | no |
effects | array<effect> | no |
compositions | array<composition> | no |
illustrations | array<illustration> | no |
videos | array<video> | no |
presentations | array<presentation> | no |
documents | array<document> | no |
threeD | threeD | no |
game | game | no |
accessibility | accessibility | no |
rendering | rendering | no |
platformOverrides | array<override> | no |
validation | validation | no |
flows | array<flow> | no |
provenance | array<assertion> | no |
platforms | array<"web" | "apple" | "android" | "fluent" | "custom"> | no |
extensions | extensions | no |
Shared constrained identifiers, values, units, bounds, provenance and extension payloads.
Addressable source resources, visual evidence, reference graph and conflict resolution.
Color spaces, paint, typography, filters, surface and rendering appearance.
Typed design tokens, aliases, modes and provenance. Alias cycles require semantic validation.
Framework-independent layout, constraints, responsive rules and adaptive alternatives.
2D and 3D primitives, paths, transforms and coordinate conventions.
Cross-platform semantic accessibility contract, with explicit native-first ARIA mappings.
Component definitions and instances, anatomy, variants, behavior and existing design-system mappings.
A semantic tree independently describes meaning, roles and reading relationships.
Observable events, declarative visual actions and visual state graphs. No executable business logic.
Temporal visual changes including keyframes, springs, paths, shared elements and driven progress.
Tracks, clips, markers, editorial transitions and audio-visual synchronization.
Resources used in the output, distinct from references that specify expected appearance.
Photographic and realtime cameras with shared optical and composition intent.
Physical and intent-oriented lights, environment illumination and shadows.
Interoperable material intent, texture bindings and physically based surface parameters.
Reusable visual effects, particle systems and post-processing intent.
Visual world, environments, identities, representations, lifecycle and semantic relationships.
Renderable scene tree and its semantic, entity and component bindings.
Image composition, illustration, audiovisual projects, captions and data visualization.
Slides, masters, narrative sequence, presenter notes and per-slide timelines.
Editorial and paginated visual layout, page sections, figures, notes and pagination.
3D scene intent, geometry instances, LOD, skeletons, skins, rigs and morph targets.
Visual-only game profile: levels, HUD, characters, animation controllers, spatial UI and cutscenes.
Output requirements, capability negotiation, explicit fallbacks and platform overrides.
Structural, semantic, accessibility, visual and reference conformance expectations.