Projects and workspaces
The folder opened in PinK is both a code workspace and the root for game project features. It contains version declarations, COCOS settings, scenes, scripts, and assets. Opening only assets omits necessary project context.
Project initialization
After opening a project, PinK reads package.json and project settings, connects to the declared COCOS environment, initializes the asset database, and enables the scene editor, Inspector, preview, and build features.
During initialization, the asset tree may briefly be empty, scene commands may be unavailable, and script indexing may be incomplete. Troubleshoot when progress stops for a long time or an error notification appears.
A visible window alone does not mean the project is ready. Confirm that the asset tree contains the project's scenes and assets, relevant commands are available, and the status bar has no ongoing initialization task. Building the asset cache for the first time takes longer than subsequent launches.
Switch projects
Before switching, save scenes and scripts and stop preview and build tasks. Then open the new project directory. The previous project's scene, output channel, and terminal may no longer apply.
After switching, check both the workspace title and the entry scene in the asset tree. If they do not match the intended project, stop editing to avoid writing scripts or build output into the wrong project.
Workspace conventions
- Source code and assets:
assets/. - Project and engine declarations:
package.json,settings/. - PinK and editor settings:
.pink/,.vscode/. - Generated files:
library/,temp/,local/,build/; do not commit them.
assets/**/*.meta files define asset identity. Move and commit them together with their assets. Files with similar names in library are regenerable caches, not replacements for source assets. Teams should also pin COCOS and PinK versions in package.json to reduce differences between machines.
When troubleshooting, first confirm which root directory the current window has open.