| name | playcanvas-editor-scenes |
| description | Use when working with the PlayCanvas Editor scene graph, Entity Component System (ECS), entity hierarchy, templates, prefabs, or scene setting configurations. |
| metadata | {"version":"1.0.0","scope":"playcanvas-editor-scenes","file_policy":"markdown-only"} |
PlayCanvas Editor Scenes
Use this skill when managing the scene graph, configuring components on entities, working with prefabs/templates, or editing scene-wide render settings.
Version Guard
- ECS components mapping must align with
playcanvas@2.19.5 (editor runtime version).
- Templates/prefabs follow the schema of Editor
v2.24.2.
Required Output
Before modifying scenes or entity states:
- state the target entities and components (camera, light, render, script);
- describe transform parenting relations;
- detail template instances and override configurations.
Workflow
- Entities are structured in a tree hierarchy under the Root entity.
- Component parameters must be validated using Zod schemas before being saved to the scene model.
- Templates/prefabs are instantiated in the scene graph as reference nodes. Local overrides must be tracked explicitly.
- Scene render settings (gravity, ambient, fog, skybox) are kept in the scene header document.
Blocking Rules
- Do not instantiate cyclic entity parents (parent pointing to its child).
- Do not add custom non-standard components to entities unless they are registered in the editor schema.
- Do not modify template definitions directly from an entity instance without committing changes to the template asset first.
- Do not let entity name duplicate handling crash the hierarchy tree.