# PlayCanvas + entities and scripts
URL: https://wwadd.dev/stacks/playcanvas-entities-scripts
Last verified: 2026-09-30

A browser-first 3D workflow built around entities, components, assets, and scripts, with an optional hosted editor for visual scene authoring.

## When to use it
- A browser 3D game or interactive visualization is the main deliverable
- Entity/component composition suits the project
- The team can choose between engine code and the hosted editor workflow

## How the pieces fit
PlayCanvas entities compose cameras, lights, rendering, and behavior. Scripts implement interactions; assets and scene loading need explicit ownership and budgets. Choose engine-only development or the hosted editor early, and review editor service terms separately from the MIT engine license. Test published builds for load time, memory, input, and asset URLs. Keep trusted multiplayer and payment logic on a separate server.

## The tech and its role
- PlayCanvas engine: Entities, components, scripts, and browser rendering
- Scene and asset workflow: Code-based loading or optional hosted editor authoring

## Real-world examples
- PlayCanvas Model Viewer: The official viewer loads glTF scenes using the PlayCanvas engine. A visualization example, not evidence that the hosted editor is required. (source: https://github.com/playcanvas/model-viewer)
- PlayCanvas engine examples: Official runnable examples illustrate engine features. Learning samples rather than a production game or a hosted editor template. (source: https://github.com/playcanvas/engine)

## Skip if
Skip if native console distribution is primary, or a required offline visual editor is incompatible with the chosen hosted authoring workflow.

