Asset workflow
The assets of PinK Demo contains entry scenes, score scripts, PinK target pictures and click animations. The resource view connects to the COCOS resource database, not just the normal file list.
Open Resource
Double click main.scene will enter the scene editor, open ClickGame.ts will enter the code editor, open pink-target.png will show a preview of the picture; it is normal for different resources to enter a different editor.
If the resource cannot be opened, confirm the initialization status, file type, notification and corresponding output channel in order. Do not directly modify the import cache in library.
Rename and Batch Operations
Resource renaming may affect both files, .meta and scene references. The PinK resource-operated portal should be used and, after the operation, search for the old name, save the scene, and run the game.
Batch operations check each failed item instead of looking only at the " Partially completed " summary hint.
After renaming pink-target.png, check any runtime loading paths in ClickGame.ts. Scene UUID references and string paths in scripts are separate: asset operations usually maintain UUID references, while developers must update string paths explicitly.
Suggested order of importing resources
- Puts the source file in a clear directory under
assets. - Waits for resource view refreshing and metadata generation.
- Opens the resource confirmation type, size and preview.
- Resources are then spent on scenes, components or scripts.
- Saves and runs the final results of the current entrance scene check.
Thumbnails and Icons
The resource view may first display the default icon and then generate a thumbnail. A short default icon does not necessarily mean failure; the import log and .meta are checked when it is not always possible to preview.
Do not force refreshing by deleting .meta. This may give new UUID to resource allocation, thereby rendering old references in scenes, Prefab or animations invalid. Priority is given to refreshing the resource view, checking the output channel; after confirming the cache damage, then processing in the recoverable branch.