# Guidelines for Template Content Creation

## 📒<mark style="color:blue;">**Operations Supported for Template Iteration**</mark>

When you use a template for **Content Creation**, replacing assets is just a basic operation; there are actually many aspects that can be adjusted. Therefore, <mark style="color:red;">the same template can generate numerous iterative versions of playable materials.</mark>  We encourage you to experiment more!&#x20;

Below is a summary of the main operations supported for template iteration:

<table><thead><tr><th width="268">Iteration Operation</th><th width="281">Supported Production Methods</th><th>Applicable Templates</th></tr></thead><tbody><tr><td>Modify preset "Gameplay Parameters"</td><td>Feature Creation &#x26; Content Creation</td><td>General</td></tr><tr><td>Replace Assets</td><td>Feature Creation &#x26; Content Creation</td><td>General</td></tr><tr><td>Hide Assets</td><td>Feature Creation &#x26; Content Creation</td><td>General</td></tr><tr><td>Adjust Asset Size</td><td>Feature Creation &#x26; Content Creation</td><td>General</td></tr><tr><td>Adjust Asset Position/Layout</td><td>Content Creation</td><td>General</td></tr><tr><td>Add New Assets</td><td>Content Creation</td><td>General</td></tr><tr><td>Add New Scene(s)</td><td>Content Creation</td><td>General</td></tr><tr><td>Adjust &#x26; Add New Animations</td><td>Content Creation</td><td>General</td></tr><tr><td>Adjust &#x26; Add New Events</td><td>Content Creation</td><td>General</td></tr><tr><td>Adjust Quick layout (Grid Board Layout)</td><td>Content Creation</td><td>Some Elimination/Puzzle Gameplay</td></tr><tr><td>Adjust Quick layout (Parking Layout)</td><td>Content Creation</td><td>Spatial Puzzle Parking Gameplay</td></tr><tr><td>Adjust Components</td><td>Content Creation</td><td>Templates with Various Components</td></tr></tbody></table>

**Case Preview:** [\<Tile Games> Template Content Creation](/playturbo-case-study/playable-content-editor/elimination-and-match-gameplay-cases/less-than-tile-games-greater-than-template-content-creation.md)

## 📒<mark style="color:blue;">Guidelines for Adjusting Flexibility</mark>

When using a template for "Content Creation"：

* **If there is&#x20;**<mark style="color:red;">**relevant content in the "Gameplay Template"**</mark>**&#x20;section** (as shown in the left image), it means the core gameplay is code-driven, and key elements are located within the "Edit gameplay". In this case, certain editing limitations apply  *(see table below for details).*
* **If there is&#x20;**<mark style="color:red;">**no relevant content in the "Gameplay Template"**</mark>**&#x20;section** (as shown in the right image), it means that the template does not involve any code, and you can freely adjust it.

&#x20;       *\*To check whether a template includes a Gameplay Template, please open the project or refer to:*[Latest News on Playable Templates](/latest-news-on-playable-templates.md)

<div align="left"><figure><img src="/files/s6ZvqomKZA2f40BVEwxw" alt=""><figcaption></figcaption></figure></div>

**For templates involving code, when using Content Creation, it’s recommended to&#x20;**<mark style="color:red;">**follow the editing freedom guidelines below**</mark>**. Otherwise, errors may occur and lead to rework.**

<table><thead><tr><th width="217">Corresponding Operation</th><th width="239">General Scene</th><th>Gameplay Template - Edit gameplay</th></tr></thead><tbody><tr><td><strong>Replace Assets</strong></td><td>Allowed</td><td>Allowed</td></tr><tr><td><strong>Add New Assets</strong></td><td>Allowed</td><td>Operate appropriately</td></tr><tr><td><strong>Add New Scenes</strong></td><td>Allowed</td><td>Not Supported</td></tr><tr><td><strong>Other Non-Deletion Operations</strong> (e.g., adjusting asset position/size, hiding assets)</td><td>Allowed</td><td>Operate appropriately</td></tr><tr><td><mark style="background-color:red;"><strong>Delete Layer(s)</strong></mark></td><td>NO! Use "hide" instead of deleting.</td><td>NO! High risk of errors! Use "hide" instead of deleting.</td></tr><tr><td><mark style="background-color:red;"><strong>Adjust Layer Structure</strong></mark></td><td>Not recommended;Operate appropriately</td><td>NO! High risk of errors!</td></tr><tr><td><mark style="background-color:red;"><strong>Modify Layer Naming</strong></mark></td><td>Not recommended;Operate appropriately</td><td>NO! High risk of errors!</td></tr><tr><td><strong>Adjust Animation</strong></td><td>Allowed</td><td>Not recommended;Operate appropriately</td></tr><tr><td><strong>Add Animation</strong></td><td>Allowed</td><td>Not recommended;Operate appropriately</td></tr><tr><td><strong>Adjust Event</strong></td><td>Allowed </td><td>Not Supported</td></tr><tr><td><strong>Add Event</strong></td><td>Allowed</td><td>Not Supported</td></tr></tbody></table>

## 📒<mark style="color:blue;">Guidelines for Asset Replacement</mark>

### 1.Asset Replacement Tips

When replacing assets, there are two efficient methods to choose from for your creation:

<figure><img src="/files/8trecLEDlmG0tXlusbgm" alt=""><figcaption></figcaption></figure>

#### a. Feature Creation

* Select a template and choose "Feature Creation".
* Open any image slot, and upload all image assets that need to be replaced into the asset library for easy access during the replacement process. The same applies to other asset types.
* Then click "Copy to Content Editor" to continue with your custom iteration.

<figure><img src="/files/THc18lRVqv3Zmv8OrdCZ" alt=""><figcaption></figcaption></figure>

#### b. Content Creation

* Select a template and then choose "Content Creation."
* Click on "Project Assets" and upload all the assets that need to be replaced into the project assets at once, making future asset replacements more convenient.&#x20;

<figure><img src="/files/OpfIBfbCeBUmixgzZEhW" alt=""><figcaption></figcaption></figure>

*<mark style="color:red;">**Tips:**</mark> If the same asset appears in multiple scenes and you want to replace all of them, you can select the asset within the "Project Assets" window and click "Replace Asset." This way, you can quickly complete the replacement for all scenes at once!*

<figure><img src="/files/zGQk7t6qaquef9N9c2WS" alt=""><figcaption></figcaption></figure>

### 2.Unable to find a specific layer?

💡 When using a template for "Content Creation" and you want to adjust a specific layer but can't find it, follow these steps:

**1）For product information or other persistent elements:** Click on "Global Settings" and search for it in the layer area on the left side.

**2）For regular elements:** Click on the corresponding "Scene" and search for it in the layer area on the left side, or directly click on the corresponding layer on the canvas.

<mark style="color:red;">3）If the layer is not found in the layer area, it may be located within the</mark> <mark style="color:red;"></mark><mark style="color:red;">**"**</mark>[<mark style="color:blue;">**Gameplay Template**</mark>](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/top-asset-library/gameplay-template.md)<mark style="color:red;">**":**</mark> <mark style="color:red;"></mark><mark style="color:red;">Click on the Top Asset Library >>> Gameplay Template >>> Edit gameplay/Quick layout to search for it</mark> *(Refer to Part 2 for editing guidelines.)*

<div align="left"><figure><img src="/files/E98aTHh6CnRjNezzkVaR" alt=""><figcaption></figcaption></figure></div>

⚠️Please Note: Some assets of very few templates may not be available in the "Gameplay Template" either. This is because those assets are controlled by code and cannot or should not be modified in Content Editor. Modifying them may result in errors, so we do not display those asset slots.&#x20;

### 3.Template Gameplay Adjustment

Whether or not **the parameters related to the core gameplay** of a specific template can be adjusted primarily depends on the "Gameplay Parameters" section in the parameter area.

Taking the template ["Catch your coupon" ](https://tinyurl.com/y2ztadf8)as an example:  Its "Gameplay Parameters" allow adjustments to "Extra Redirections," "Number of element and object shown," and "Element cycle movement speed."  However, if users want to adjust the spacing between elements during the carousel, it is not supported for customization.

For other operations, please refer to the recommendations provided in the table above.

<figure><img src="/files/ISyEbiczrLdX9YFNDcuC" alt=""><figcaption></figcaption></figure>

🌟<mark style="color:red;">**\[Extra Redirection] Explanation:**</mark> For most templates (especially those involving code), the gameplay parameters usually include an option called “Extra Redirection”, which allows you to quickly adjust the number of trial steps. This means after the player performs a valid operation *x* times, it will trigger a redirection to the app store (and users can return to continue the trial). *Set to 0 to disable — no redirection will occur during the trial.* You can freely set this value based on your creative needs.

## 📒<mark style="color:blue;">Guidelines for Iteration Order</mark>

When you use the template for **Content Creation** to iterate on materials, we generally recommend that you follow these steps from the overall structure to the details, ensuring orderly and efficient operations!

### 1.**Gameplay Parameters Adjustment**

The gameplay parameters for Content Creation are typically located in the parameter setting area of the core gameplay scene (Scene 1) and can be adjusted directly  (a small number of templates may have gameplay parameters within "Global Settings").

👉Related content： [Gameplay Parameters - Scene Parameters](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/parameter-setting-area/gameplay-parameters-scene-parameters.md)

<div align="left"><figure><img src="/files/iT0OEyHFCOCrzchSWVzQ" alt=""><figcaption></figcaption></figure></div>

### 2.**Scene Adjustment**

We suggest deciding at the beginning of the template iteration whether to add new scenes. In principle, <mark style="color:red;">additional scenes can be added at the beginning or end without affecting core gameplay, enriching the material's gameplay</mark>. You can increase scene(s) through "Create new Scene" or "Duplicate the Scene" based on actual needs.

* **Create new Scene:** The new scene is less related to existing scenes and does not require assets from them (e.g., adding an introductory scene at the start or an ending scene focused on product information).
* **Duplicate the Scene:** The new scene is closely related to existing ones and requires many assets from them (e.g., using the current scene as a background and adding overlays and settlement information).

<div align="left"><figure><img src="/files/kHNLi0xqLgQzUT0IsZbn" alt=""><figcaption></figcaption></figure></div>

💡 **Steps to Add Different Scenes:**

* <mark style="color:orange;">**Add Introductory Scene:**</mark> Create new Scene - Move it above all scenes - Create scene content - Set the event "Redirect to the next scene" (i.e., the original Scene 1 of the template).

<div align="left"><figure><img src="/files/Z5E0OVCMvmJBx4l0NNxD" alt=""><figcaption></figcaption></figure></div>

* <mark style="color:orange;">**Replace Original Ending Scene:**</mark> Create new Scene - Move it above the original ending scene of the template - Check this scene as the "Ending Scene" - Create scene content - Set the event to redirect to app store - Enter the original core scene of the template, find the redirect event related to the ending scene in the **Event** section, and adjust if necessary.

<div align="left"><figure><img src="/files/eCEvHKBt77yL3U8jEN91" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/tfsKJD0OuUOCaQgesKkl" alt=""><figcaption></figcaption></figure></div>

💡 Tips: The [**Presets Library**](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/top-asset-library/presets-library.md) contains many pre-designed page layouts that can be directly added and used!

### 3.Assets Adjustment

* Replace Assets: Replace each asset that needs to be retained one by one.
* Add New Assets: Add the required assets, adjust their positions and sizes, and group similar assets for easier subsequent production.
* Hide Assets: Hide any unnecessary assets.
* Adjust Asset Size/Position/Layout (recommended in regular scenes).

⚠️ <mark style="color:red;">If there are unnecessary assets, they can be hidden using either "Hide This Layer" or "Set This Layer's Opacity to 0."</mark>  <mark style="color:red;"></mark><mark style="color:red;">**Do not delete layers casually**</mark><mark style="color:red;">, as this is likely to cause template errors and prevent normal previewing!</mark>

<div align="left"><figure><img src="/files/EP05u64z027Z4jDKf4I5" alt=""><figcaption><p>hide the layer</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/mZMPOrf8Syhbap3DXyGH" alt=""><figcaption><p>adjust the opacity</p></figcaption></figure></div>

### 4.**Quick layout/Component Adjustment**

Some templates contain **Quick layout** or **xx Component**, which can be adjusted as needed.

👉Related content： [Component & Quick Layout](/playable-tools-content-editor/content-editor-user-guide/component-and-quick-layout.md)

### 5.Animation Setting

#### 1）Adjusting Animation

If you want to adjust the animation of a specific asset in the template, select the asset layer and check the "Animation" section in the parameter settings on the right side to see if there are adjustable animation parameters.

* If there are animation parameters available, it means they can be adjusted.

<figure><img src="/files/B0emeGGOFkeUF1lmKt9m" alt=""><figcaption></figcaption></figure>

* If there are no animation parameters available, it may be controlled by code and cannot be adjusted.

<figure><img src="/files/MhodWb5YPCzr8brZZj7A" alt=""><figcaption></figcaption></figure>

#### 2）Adding New Animation

If needed, you can also add animation to layers or scenes.

<figure><img src="/files/7ZtUV9ggN4H6Ka0d8rCK" alt=""><figcaption></figcaption></figure>

#### 3）Adjusting Particle Effects

* You can replace existing particle textures with new ones and adjust particle parameters.
* You can add new particle effects and adjust their position and size to fit appropriately.
* Similarly, for particle effects that are not needed, you can hide their layer or adjust the layer's opacity to 0.

👉Related content： [Particle Parameters](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/parameter-setting-area/exterior-layer-parameters/particle-parameters.md)

<figure><img src="/files/drcifyTsWtGTroAlxyoo" alt=""><figcaption></figcaption></figure>

### 6. Event Setting

#### 1）Modifying Events

Typically, in the core gameplay scene of each template, there are some event parameters available for adjustment.

💡 You can determine which effects an event implements by combining the event's name with its corresponding response events. <mark style="color:red;">If necessary, you can modify existing events, add new response events, or drag and adjust the order of response events under the corresponding event.</mark>

<div align="left"><figure><img src="/files/Kvg27MbDVwX5hGENaANM" alt=""><figcaption></figcaption></figure></div>

Some layers may also contain events. Similar to animation, if you want to adjust the events in the template, check the "Event" section in the parameter settings on the right side to see if there are adjustable event parameters.

* If there are event parameters available, they can be adjusted.
* If there are no event parameters available, it may be controlled by code and cannot be adjusted.

<figure><img src="/files/NuUhlJThwZvGmTHnuHUU" alt=""><figcaption></figcaption></figure>

#### 2）Adding New Events

If needed, you can also add events to layers.

* You can directly add response events within existing trigger events.
* You can also add additional trigger events and response events.

<figure><img src="/files/BnhZIfAXSa270NL6U8Ac" alt=""><figcaption></figcaption></figure>

👉Related content： [Event - Common Parameters](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/parameter-setting-area/event-common-parameters.md)

### 7. Language Translation

After making the general content adjustments, click on "Global Settings" to modify and add languages.

* Adjusting Language: Click on the brush icon next to "Default Language" to open the text translation window.
* Adding Language: Click on "Add Language"  in the "Default Language" section to open the text translation window.&#x20;

The specific operation steps can be viewed through the [Multi-language Configuration and Translation](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/parameter-setting-area/global-settings/multi-language-configuration-and-translation.md)

<figure><img src="/files/8FRv0Cfsija7cETmsarO" alt=""><figcaption></figcaption></figure>

### 8.Landscape Adaptation

⚠️After completing the vertical adjustments for each scene, remember to make  **layout and adaptation** adjustments for the horizontal orientation (using the "Reuse vertical screen position configuration" button is recommended).&#x20;

👉Related content： [Screen adaptation](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/parameter-setting-area/screen-adaptation.md)  [Creation Tips - Adaptation](/playable-tools-content-editor/content-editor-creation-tips-center/common-creation-tips/creation-tips-adaptation.md)

<figure><img src="/files/LpjzN6oshYcHEZXfut9j" alt=""><figcaption></figcaption></figure>

### 9.Overall Preview&#x20;

Once all adjustments are completed, it's recommended to do an overall preview and playtest for different devices, languages, and screen orientations to ensure everything is correct before finalizing and applying the content or downloading it.

<figure><img src="/files/YjDim1tzqJ0gn2PBIm6j" alt=""><figcaption></figcaption></figure>


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