PlayCanvas templates and entities
Creates reusable objects whose changing state belongs to each instance. It validates required references and overrides so editing one spawned enemy does not unexpectedly change every template user.
playcanvas-templates-entities
See how it helpsWhen is it useful?
Use when multiple instances need different settings from one template.
What does it help you do?
- Separates authoring data from mutable runtime state.
- Validates required entity and asset references before play.
- Makes clone overrides and exported reconstruction reproducible.
Try asking this
Create one turret template with variants for range and color. Spawn three turrets, damage one and export the scene. The others must keep their own health; missing target references should be reported before play, and the exported variants should retain their intended settings.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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PlayCanvas — templates entities
Use when building PlayCanvas templates, entity hierarchies, script attributes or editor/code integration.
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
Separate authorable template data from runtime mutable state. Validate required entity/asset references before play. Define clone overrides and inherited behavior without relying on unstable traversal order. Keep code-generated entities and Editor-exported configuration reproducible.
Deliver
A template/reference contract and a representative reusable gameplay entity. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Runtime changes to a shared template/resource must not silently alter unrelated instances.
Acceptance scenario
Create two instances with different overrides, remove a referenced optional entity and rebuild from the exported source. 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
