What problem does it solve?
Manually building Cocos Creator 3.8.x playable scenes, importing assets, configuring components, and exporting optimized builds for playable ads is time-consuming, error-prone, and often fails to meet strict platform size and performance requirements like Meta's 2MB total bundle limit. This skill automates the entire end-to-end workflow for the cocos-engineer role, ensuring consistency with team development standards and eliminating manual editor errors.
Core Features & Use Cases
- Full Scene & Prefab Construction: Build scene hierarchies, create reusable prefabs, mount TypeScript components, and wire animations and particle systems directly from design wireframes with no manual editor work required.
- Optimized Build Exports: Run web-mobile builds configured for playable ad platforms, with automatic texture compression, sprite atlas packing, and bundle size triage to meet strict platform budgets.
- Use Case: When a design agent delivers a wireframe for a new playable ad hook screen, use this skill to automatically import required assets, build the full scene hierarchy, mount the provided gameplay script, and export a valid optimized build ready for QA testing.
Quick Start
Use the cocos-playable-engineer skill to build the Hook.scene playable screen from the latest wireframe in docs/design/ and export a web-mobile build for QA testing.