Access
Install
npm install playcanvasTry itExperimental
See what an agent can do with PlayCanvas before you ever sign up. Pick a story: recorded sessions replay real probe-harness transcripts; sandboxed self-drive sessions are designed and gated (docs/TRY-IT.md).
$curl -s https://developer.playcanvas.com/llms.txt | head -6recorded session — replayed, not liveVerified integrations
No integration evidence found in our corpus for this product yet — that means none was found, never that it doesn’t integrate.
By theme — the product's score on each story themeBy theme
Agenticness — how well agents can access and operate the productAgenticnessevidence →
How well agents can access and operate the product
Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflowsevidence →
AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference
Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipelineevidence →
Getting content in — automated import, formats, marketplaces
Automation depth — how much of the product can run unattendedAutomation depthevidence →
How much of the product can run unattended
Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engineevidence →
The engine core — rendering, 2D, physics, performance at scale
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor toolingevidence →
The editor as a product — scene tools, extensibility, team workflows
Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automationevidence →
The engine without a human — CLI builds, CI test runs, dedicated servers
Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing opennessevidence →
The terms you build on — licenses, royalties, source access, pricing stability
Openness — open source, data portability, and self-hosting storiesOpennessevidence →
Open source, data portability, and self-hosting stories
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform exportevidence →
Shipping everywhere — desktop, mobile, console, browser payloads
Privacy posture — data-handling and privacy storiesPrivacy postureevidence →
Data-handling and privacy stories
Scripting — writing the game — languages, visual scripting, iteration speedScriptingevidence →
Writing the game — languages, visual scripting, iteration speed
Story verdicts — every judged story with its evidenceStory verdicts
Follow the green: where the map greys out is where PlayCanvas stops today. ✓ full · ~ partial · ! disputed · — none · n/a not applicable.
Agenticness — how well agents can access and operate the productAgenticness
How well agents can access and operate the product
API surface
Drive the product through a documented public API
✓7/10
unlocks → Webhooks · Scoped API keys · Machine-readable spec · Versioning policy · Headless / CI · Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering · Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
Subscribe to events via webhooks
—–
Build against official SDKs
✓8/10
Issue scoped/least-privilege API credentials for an agent
—0/10
Connect an agent via an official MCP server
✓9/10
Download a machine-readable API spec (OpenAPI or equivalent)
—0/10
Rely on versioned APIs with a documented deprecation policy
—0/10
Test against a sandbox environment without touching production data
~3/10
unlocks → Headless / CI
Explore an interactive API reference with runnable examples
—–
CLI & headless
Use an official CLI
~4/10
unlocks → Headless / CI
Run the product headlessly / in CI for automation
—0/10
Docs for agents
Point an agent at llms.txt or agent-oriented docs
✓9/10
Agentic features
Delegate tasks to a built-in AI assistant inside the product
~5/10
unlocks → MCP client
Operate the product with natural-language commands
~6/10
Plug MCP servers into this product so it can use their tools
—0/10
Get AI-generated insights and suggestions from my data inside the product
~4/10
Set up automations that run autonomously in the background
~4/10
Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows
AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference
An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
✓8/10
LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
~6/10
An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
~6/10
Run ML models inside the game — an official inference runtime for on-device model execution
n/an/a
Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline
Getting content in — automated import, formats, marketplaces
Automation depth — how much of the product can run unattendedAutomation depth
How much of the product can run unattended
Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine
The engine core — rendering, 2D, physics, performance at scale
2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought
—0/10
Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy
—–
Built-in physics — rigid bodies, collisions, raycasts — works out of the box
~6/10
The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
—–
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling
The editor as a product — scene tools, extensibility, team workflows
The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration
!4/10
A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
~6/10
Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
✓7/10
Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation
The engine without a human — CLI builds, CI test runs, dedicated servers
Build and export the project from the command line, headless, in CI — no human clicking an editor
~4/10
Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering
—0/10
Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
—–
Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness
The terms you build on — licenses, royalties, source access, pricing stability
The project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against
—–
The license is permissive with no royalties or per-install fees — I keep what my game earns
✓7/10
Read and modify the full engine source when I hit a wall
✓8/10
The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped
—–
Openness — open source, data portability, and self-hosting storiesOpenness
Open source, data portability, and self-hosting stories
Openness
Self-host the core product
!5/10
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export
Shipping everywhere — desktop, mobile, console, browser payloads
Privacy posture — data-handling and privacy storiesPrivacy posture
Data-handling and privacy stories
Scripting — writing the game — languages, visual scripting, iteration speedScripting
Writing the game — languages, visual scripting, iteration speed
Sorted by importance (agentic first) (high → low) · 56/56 stories · click a row’s chevron for the rationale and evidence
Connect an agent via an official MCP server G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | full | 9/10 | Tprobed | |
Drive the product through a documented public API G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | full | 7/10 | Tprobed | |
Delegate tasks to a built-in AI assistant inside the product G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | partial | 5/10 | Tprobed | |
Plug MCP servers into this product so it can use their tools G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | none | 0/10 | ||
Point an agent at llms.txt or agent-oriented docs G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | full | 9/10 | Tprobed | |
Build against official SDKs G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | full | 8/10 | Tprobed | |
Operate the product with natural-language commands G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 6/10 | Tprobed | |
Get AI-generated insights and suggestions from my data inside the product G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 4/10 | Tprobed | |
Set up automations that run autonomously in the background G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 4/10 | Tprobed | |
Use an official CLI G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 4/10 | Cclaimed | |
Download a machine-readable API spec (OpenAPI or equivalent) G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Issue scoped/least-privilege API credentials for an agent G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Rely on versioned APIs with a documented deprecation policy G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Run the product headlessly / in CI for automation G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Explore an interactive API reference with runnable examples G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Subscribe to events via webhooks G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Test against a sandbox environment without touching production data G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 1 | partial | 3/10 | Cclaimed | |
An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface Agent editor | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 3 | full | 8/10 | Tprobed | |
Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically Extensibility | game developer | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 3 | full | 7/10 | Tprobed | |
The license is permissive with no royalties or per-install fees — I keep what my game earns License | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 3 | full | 7/10 | Tprobed | |
A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels Editor | technical artist | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 3 | partial | 6/10 | Xcommunity | |
The primary scripting language is productive and fully exposes the engine API, with a debugger behind it Language | game developer | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 3 | partial | 6/10 | Xcommunity | |
Export all of my data in open formats and leave G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 3 | partial | 5/10 | Xcommunity | |
Self-host the core product G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 3 | disputed | 5/10 | Dcontradicted | |
Build and export the project from the command line, headless, in CI — no human clicking an editor Ci | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 3 | partial | 4/10 | Xcommunity | |
One project exports to desktop, mobile, and (directly or via partners) consoles Targets | studio lead | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 3 | none | 0/10 | ||
Define rules that trigger actions automatically on events G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 3 | none | untested | none yet | |
Prevent my data from being used to train AI models G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 3 | none | untested | none yet | |
The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing Rendering | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 3 | none | untested | none yet | |
Read the product's source under an open license G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 2 | full | 9/10 | Tprobed | |
My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story Web | web developer | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 2 | full | 8/10 | Tprobed | |
Read and modify the full engine source when I hit a wall Source | game developer | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 2 | full | 8/10 | Tprobed | |
The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency Web | web developer | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 2 | full | 8/10 | Tprobed | |
An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets Copilot | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 2 | partial | 6/10 | Tprobed | |
Built-in physics — rigid bodies, collisions, raycasts — works out of the box Physics | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | partial | 6/10 | Xcommunity | |
Do everything through the API that I can do in the UI G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 2 | partial | 6/10 | Tprobed | |
LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen Codegen | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 2 | partial | 6/10 | Tprobed | |
The edit-run loop is fast — hot reload or near-instant preview after a script change Iteration | game developer | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 2 | partial | 6/10 | Xcommunity | |
Perform bulk operations across many items at once G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 2 | partial | 4/10 | Tprobed | |
The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration Collaboration | studio lead | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 2 | disputed | 4/10 | Dcontradicted | |
Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one Import | technical artist | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | partial | 3/10 | Xcommunity | |
2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought 2d | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | none | 0/10 | ||
Build gameplay logic with visual scripting without writing code Visual | technical artist | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 2 | none | 0/10 | ||
Choose where my data is stored (region/residency) G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | none | 0/10 | ||
Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering Server | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 2 | none | 0/10 | ||
A large asset store or package ecosystem gives me ready-made models, tools, and plugins Marketplace | game developer | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | none | untested | none yet | |
Control data retention and deletion G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | none | untested | none yet | |
Opt out of telemetry and usage tracking G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | none | untested | none yet | |
Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy Performance | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | none | untested | none yet | |
Schedule recurring jobs or workflows G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 2 | n/a | untested | none yet | |
Standard interchange formats — glTF, FBX, USD — import cleanly Formats | technical artist | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | none | untested | none yet | |
Tests run headlessly — unit and integration tests of game code execute in CI against the real engine Testing | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 2 | none | untested | none yet | |
The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped Trust | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 2 | none | untested | none yet | |
Version, review, and roll back my automations G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 1 | partial | 5/10 | Xcommunity | |
Run ML models inside the game — an official inference runtime for on-device model execution Inference | game developer | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 1 | n/a | untested | none yet | |
The project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against Governance | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 1 | none | untested | none yet |
Opportunities — the stories that would move this product's scores, from its own judged verdictsOpportunitiestop 8 of 41 stories with headroom
What would move PlayCanvas’s scores — derived from its own judged verdicts, biggest headroom first. Each line quotes what the judge found missing; shipping it (or evidencing it publicly) is the fix.
Agenticness — how well agents can access and operate the productPlug MCP servers into this product so it can use their tools
nonemoves agent-readyimpact 45
Evidence only shows PlayCanvas exposing its own Editor as an MCP *server* that AI assistants connect to (playcanvas-docs-6, playcanvas-probe-rt-1) — the opposite direction of this story, which asks whether PlayCanvas itself can plug in external MCP servers to consume their tools.
Automation depth — how much of the product can run unattendedDefine rules that trigger actions automatically on events
nonemoves PA Scoreimpact 30
Missing: documentation of an event-trigger/rule engine, examples of defining conditional automation, and evidence tying this to AI-native workflows.
Core engine — the engine core — rendering, 2D, physics, performance at scaleThe engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
nonemoves PA Scoreimpact 30
The evidence pack documents scripting, editor collaboration, physics, MCP integration, and Gaussian splatting support, but contains no first-party or community evidence about PBR materials, global illumination/baked lighting, shadow systems, or a post-processing pipeline.
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsOne project exports to desktop, mobile, and (directly or via partners) consoles
nonemoves PA Scoreimpact 30
Missing: any documentation of console export or third-party console porting partnership, evidence of desktop/mobile packaging beyond generic 'download apps', console SDK support.
Privacy posture — data-handling and privacy storiesPrevent my data from being used to train AI models
nonemoves PA Scoreimpact 30
No evidence in the pack addresses AI-training data usage, opt-out controls, or a privacy policy statement regarding model training on user content/projects; this is an applicable privacy-posture axis for a cloud-hosted product handling user assets and code, but no documentation or community source confirms such a control exists.
Agenticness — how well agents can access and operate the productRun the product headlessly / in CI for automation
nonemoves agent-readyimpact 30
Evidence shows the engine is npm-installable and there's an Editor MCP server, but the MCP server explicitly requires 'an open PlayCanvas Editor session' (interactive), and no evidence describes headless rendering, CI pipelines, or server-side/automated execution of the engine or editor without a live browser/editor session.
Agenticness — how well agents can access and operate the productIssue scoped/least-privilege API credentials for an agent
nonemoves agent-readyimpact 30
Missing: any documentation of API key scoping, permission levels, or credential management for agent access.
Agenticness — how well agents can access and operate the productSubscribe to events via webhooks
nonemoves agent-readyimpact 30
Missing: any documentation of webhook endpoints, event subscription API, or third-party corroboration of webhook usage.
Showing the top 8 of 41 — every none/partial verdict in the story verdicts table is headroom.
Think a verdict is wrong? Every verdicts-table row has a Flag link — see the methodology.
Coverage map — which docs area, API section, or community source covers which judged storiesCoverage map7 surfaces · 31 covered stories
Where the cited evidence behind each covered verdict came from — the same citations the verdicts table shows, no extra judging.
User manual docs24 stories
- Connect an agent via an official MCP server
- Use an official CLI
- Drive the product through a documented public API
- Build against official SDKs
- Get AI-generated insights and suggestions from my data inside the product
- Set up automations that run autonomously in the background
- Delegate tasks to a built-in AI assistant inside the product
- Operate the product with natural-language commands
- Test against a sandbox environment without touching production data
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
- Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one
- Perform bulk operations across many items at once
- Version, review, and roll back my automations
- Built-in physics — rigid bodies, collisions, raycasts — works out of the box
- The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration
- A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
- Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- Do everything through the API that I can do in the UI
- Self-host the core product
- The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency
- The edit-run loop is fast — hot reload or near-instant preview after a script change
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
Hacker News18 stories
- Build against official SDKs
- LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
- Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one
- Version, review, and roll back my automations
- Built-in physics — rigid bodies, collisions, raycasts — works out of the box
- The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration
- A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
- Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- The license is permissive with no royalties or per-install fees — I keep what my game earns
- Read and modify the full engine source when I hit a wall
- Export all of my data in open formats and leave
- Read the product's source under an open license
- Self-host the core product
- My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
- The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency
- The edit-run loop is fast — hot reload or near-instant preview after a script change
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
llms.txt11 stories
- Point an agent at llms.txt or agent-oriented docs
- Drive the product through a documented public API
- Build against official SDKs
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
- An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
- The license is permissive with no royalties or per-install fees — I keep what my game earns
- Read and modify the full engine source when I hit a wall
- Read the product's source under an open license
- My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
- The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency
GitHub README10 stories
- Build against official SDKs
- LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- Read and modify the full engine source when I hit a wall
- Export all of my data in open formats and leave
- Read the product's source under an open license
- Self-host the core product
- My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
- The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
Editor docs7 stories
- Drive the product through a documented public API
- Build against official SDKs
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one
- Perform bulk operations across many items at once
- Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
- Do everything through the API that I can do in the UI
OpenAPI spec2 stories
Probe proofs — replayable recordings from the probe harnessProbe proofs
Replayable recordings from our probe harness — see the Prove-It protocol to submit one.
$curl -s https://developer.playcanvas.com/llms.txt | head -6reproduced$ curl -s https://developer.playcanvas.com/llms.txt | head -6 # PlayCanvas Developer Documentation > PlayCanvas is an open-source WebGL/WebGPU 3D engine for building games, configurators, and interactive 3D experiences that run in any browser. It can be used via the browser-based PlayCanvas Editor, as a standalone engine from npm/CDN, through React components, or through Web Components. This file is a structured overview of the PlayCanvas developer documentation. Complete documentation content: https://developer.playcanvas.com/llms-full.txt
$npm view @playcanvas/editor-mcp-server versionreproduced$ npm view @playcanvas/editor-mcp-server version \|/-\0.7.1 \
$npm view playcanvas versionreproduced$ npm view playcanvas version \|2.22.2 |
Business model
Engine is MIT open source; cloud Editor is freemium — Free (public projects, REST API), Personal $15/mo, Organization $50/seat/mo.
pricing ↗Score trend
How this product’s scores have moved as evidence and verdicts are re-derived — a point per change, not per day.
Try Experimental
Run it in the microterminal →Recorded agent sessions — and a live MCP handshake where the vendor ships one.
Flag
⚑ Flag a verdictThink a verdict is wrong? Opens a prefilled GitHub issue — or use the ⚑ next to any verdict above.
For agents
