| name | playcanvas-editor-assets |
| description | Use when working with the PlayCanvas Editor asset import pipeline, texture conversion, model ingestion, audio files, materials, or asset metadata attributes. |
| metadata | {"version":"1.0.0","scope":"playcanvas-editor-assets","file_policy":"markdown-only"} |
PlayCanvas Editor Assets
Use this skill when dealing with the ingestion, conversion, storage, or metadata handling of assets inside the PlayCanvas Editor.
Version Guard
- Upstream asset schema is based on PlayCanvas Editor
v2.24.2.
- Uses
@playcanvas/attribute-parser for asset metadata parsing.
- Texture compression includes formats supported by the runtime (e.g. WebP, basis, dxt).
Required Output
Before modifying asset pipelines or schemas:
- state the asset types being changed (texture, material, model, audio, script);
- specify target platform texture formats (ASTC, DXT, ETC, PVR);
- describe the source metadata structure and how attributes are validated.
Workflow
- Ingestion is handled via the asset pipeline, converting raw formats (e.g., FBX, GLB, PNG) into editor-compatible representations.
- Metadata properties (e.g., tags, preload, size, hash) must be kept in sync with the ShareDB asset collection.
- Assets must be loaded asynchronously, supporting proper loading progress and error indicators.
- Clean up asset cache references on document closures.
Blocking Rules
- Do not upload raw binaries directly to the config payload; use asset identifiers instead.
- Do not bypass asset preload flags. If an asset is marked as not-preloaded, do not force-load it at startup.
- Do not change asset schemas without validating them against the Zod schema defined in types.
- Do not expose local upload paths to the client.