This is a repo with a setup of tools to handle some of the more common needs of users with the REST API.
Currently they are:
- Downloading a build to self host
- Downloading a build and add Content Security Policy (CSP) rules
- Archiving a project for offline backup and importing a branch into a new project
- Archiving all branches in a project for backup
All downloaded files can be found in temp/out
.
Install Node JS (v20+)
- Clone this repo
mv .env.template .env
or make a of copy the.env.template
file and rename to.env
and add your PlayCanvas Auth Token in theremv config.template.json config.json
or make a of copy theconfig.template.json
file and rename toconfig.json
and add your configuration in there (Project name, branch, scenes, CSP rules, etc. The parameters for the PlayCanvas object are explained in the User Manual).npm install
This uses the Download App REST API to download a build from your project to self host.
npm run download
$ npm run download
✔️ Requested build from Playcanvas
↪️ Polling job 99999
job still running
will wait 1s and then retry
↪️ Polling job 99999
✔️ Job complete!
✔ Downloading zip https://somefilename.zip
Success somefilename_Download.zip
This uses the Download App REST API to download a build from your project to self host.
It will unzip the build, add the CSP rules to the index.html
file and rezip the project.
Please configure the CSP lists in config.json
under csp
. There is an option to also patch the preload bundles. To do so, set patch_preload_bundles
to be true.
npm run csp
$ npm run csp
✔️ Requested build from Playcanvas
↪️ Polling job 99999
job still running
will wait 1s and then retry
↪️ Polling job 99999
✔️ Job complete!
✔ Downloading zip https://somefilename.zip
✔️ Adding CSP
✔️ Zipping it all back again
✔️... Done! somefilename_WithCSP.zip
This uses the Archive Project REST API to archive a single branch that can be imported into a new project on PlayCanvas.
npm run archive
$ npm run archive
✔️ Requested archive from Playcanvas
↪️ Polling job 99999
job still running
will wait 1s and then retry
↪️ Polling job 99999
✔️ Job complete!
✔ Downloading zip https://somefilename.zip
Success somefilename_Download.zip
This uses the Archive Project and List Branches REST APIs to download all open branches in a project.
As the API is strict limited, it is a slow job and may take a while to complete if you have a lot of branches.
npm run archive-all
$ npm run archive-all
✔️ Requested branch list from Playcanvas
↪️ Processing branch list from Playcanvas
↪️ Start archiving all 2 branches...
↪️ 1 of 2 branches: b1
✔️ Requested archive from Playcanvas
↪️ Polling job 99999
job still running
will wait 1s and then retry
↪️ Polling job 99999
✔️ Job complete!
✔ Downloading zip https://somefilename.zip
↪️ 2 of 2 branches: b10
✔️ Requested archive from Playcanvas
↪️ Polling job 99999
job still running
will wait 1s and then retry
↪️ Polling job 99999
✔️ Job complete!
✔ Downloading zip hhttps://somefilename.zip
Success
This uses the Download App REST API to download a build from your project to self host.
The script will then unzip the project, convert assets, scripts, etc into Base64 and embed them into the index.html with the intention to be used for some playable ads formats.
Once finished, it will copy the HTML file to the out folder.
There are some limitations:
- Modules are not supported (Basis and Ammo)
- Texture compression formats are not supported
- Asset Bundles are not supported
Spine runtime is not supportedNow supported since since PR#42- Any code relying on asset URLs being a file path will not work as they will be Base64 encoded
As Ammo is not supported for physics, alternatives are:
- cannon.js for 3D physics (PlayCanvas integration here)
- p2.js for 2D physics (PlayCanvas integration here)
- Using PlayCanvas Bounding Sphere, Bounding Box, Orientated Box for simple overlap checking and raycasting
Adds an engine patch to remove any XHR requests and decodes the base64 URLs directly. This may be required for some platforms where this is not permitted. As this is a patch, there may be edge cases where some asset types may not work. If you find any any, please report them in the issues.
The option can be found in config.json
under one_page
. Set patch_xhr_out
to true.
Adds an engine patch to decode base64 URLS for JS scripts when the engine adds them to the page document. This may be required for some platforms that block base64 encoded JS URLs. As this is a patch, there may be edge cases where some asset types may not work. If you find any, please report them in the issues.
The option can be found in config.json
under one_page
. Set inline_game_scripts
to true.
Enabling this will keep the PlayCanvas engine code and game data as separate files. It will also zip up these files as the output file. This can be used for platforms that have a larger allowance for a zipped package to be used compared to a single HTML file.
The option can be found in config.json
under one_page
. Set extern_files.enabled
to true. The files can also be in a separate folder using extern_files.folder_name
(defaults to the same directory).
In some cases with ad networks, the external files will need to be hosted elsewhere such as a CDN. extern_files.external_url_prefix
can be used to have the index.html
reference the files to the CDN. E.g.
"extern_files": {
"enabled": true,
"folder_name": "78fb9255-3033-4fe2-b9e1-355b149229a1",
"external_url_prefix": "https://some/random/cdn"
}
Adds basic support for MRAID API within the PlayCanvas engine and boilerplate code.
The option can be found in config.json
under one_page
. Set mraid_support
to true.
The Snapchat ad network requires the CTA function to be in the index.html
where the network can replace it with a unique tracking version when it is served to the user. The URL will be set in the Snapchat Ad campaign tool.
The ad project should call snapchatCta();
as the CTA function instead of mraid.open('someurl');
.
The option can be found in config.json
under one_page
. Set snapchat_cta
to true.
Compresses the engine file to save 500KB on the final file size, leaving more room for games assets. Especially with playable ad networks only allowing 2MB for a single HTML file.
This should only be used if you need the extra space as it adds extra initialisation time to decompress the engine code at runtime. Benchmarks below:
- Google Pixel 2XL: ~180ms
- Samsung Galaxy S7: ~180ms
The option can be found in config.json
under one_page
. Set compress_engine
to true.
npm run one-page
$ npm run one-page
✔️ Requested build from Playcanvas
↪️ Polling job 710439
job still running
will wait 1s and then retry
↪️ Polling job 710439
✔️ Job complete!
✔ Downloading zip someBuild.zip
✔️ Unzipping someBuild.zip
↪️ Removing manifest.json
↪️ Removing __modules__.js
↪️ Inlining style.css into index.html
↪️ Base64 encode all urls in config.json
↪️ Remove __loading__.js
↪️ Base64 encode the scene JSON and config JSON files
↪️ Patching __start__.js
↪️ Inline JS scripts in index.html
✔️ Finishing up
Success someProject.html
Please use the following command to create the most common outputs for the one-page job with public projects owned by the PlayCanvas team.
npm run test-one-page
To get a size report of the one-page job, use the following command:
npm run one-page --size-report
Size Report
Character.glb - 311472 bytes
Character.png - 165976 bytes
MaterialShader.js - 14980 bytes
Fire-Noise.jpg - 6696 bytes
Sound.mp3 - 1724 bytes
Total size: 500848 bytes
Total asset size in MB: 0.48 MB
This uses the Download App REST API to download a build and also prepare it to be used with Cordova to create a native app.
Currently, it does the following actions:
- Adds
cordova.js
as a script header inindex.html
- Converts all audio assets to Base64 so they can be loaded on iOS
npm run cordova-publish
$ npm run cordova-publish
✔️ Requested build from Playcanvas
↪️ Polling job 858473
job still running
will wait 1s and then retry
↪️ Polling job 858473
✔️ Job complete!
✔ Downloading zip https://somefile.zip
✔️ Unzipping /somefile_Download.zip
↪️ Base64 encode audio assets config.json
✔️ Zipping it all back again