PlayCanvas asset streaming
Tracks assets from registration through loading to actual readiness. It ties cancellation and unloading to the owning entity, keeping shared resources usable when the player abandons a scene.
playcanvas-assets-streaming
See how it helpsWhen is it useful?
Use when levels stream assets or fail partway through loading.
What does it help you do?
- Distinguishes registered, loading, loaded and ready states.
- Binds callbacks and unload rights to their owning entity.
- Bounds supported retries and reports terminal loading failures.
Try asking this
Stream the next district in our browser city game while the player explores. Turn back before loading finishes and then revisit. Ignore abandoned callbacks, show a retry for missing buildings and keep shared road textures alive while the current district still needs them.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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PlayCanvas — assets streaming
Use when loading/unloading PlayCanvas assets, models, textures or streaming levels.
Version and project gate
Inspect Engine version, Engine-only versus hosted Editor workflow, ESM versus classic scripts, build/export process, asset IDs and tags, render backend, script attributes and target browser requirements. Do not assume a paid Editor service is required for Engine-only work. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Distinguish registered, loading, loaded and ready states. Keep asset readiness/error callbacks tied to the owning entity or level. Define shared versus exclusive resource ownership before unloading. Bound request concurrency/retries where the installed loader supports it and report a terminal failure.
Deliver
An asset lifecycle contract with visible loading/error states and explicit unload ownership. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Unloading a resource still referenced by another entity can break it; unlimited retry is not recovery.
Acceptance scenario
Cancel a level load, fail one texture request, unload a shared asset owner and revisit the level. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Cyra. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
