add-effects
FreeUse when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
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Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
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See how to installReview the instructions the agent will receive before you install.
Check version-sensitive APIs against installed playcanvas declarations.
entity.forward, cameras, and lookAt use -Z.setEulerAngles, not lookAt.calibrate-model.getEulerAngles() back into setEulerAngles(). Interpolate with math.lerpAngle or
Quat.slerp.setLocal* below a parent. Never scale rigid-body roots
or skinned bones.render and anim components, not model and animation.class X extends Script with static scriptName, not createScript.Mesh.fromGeometry(device, new BoxGeometry()), not createBox and the other create* helpers.playcanvas; shipped scripts only from playcanvas/scripts/esm/**.reuse-scripts).StandardMaterial.useMetalness defaults to false; enable it before using metalness.material.update() after property edits. Per-mesh values use meshInstance.setParameter()
with no update or clone.setParameter uploads raw values; convert sRGB colours with Color#linear().aabb; union descendant meshInstance.aabb. If mesh.update() skips bounds,
set mesh.aabb yourself, and expand it by any vertex-shader displacement.Offline values cannot prove facing, poses, or placement. Read values from the running app with
inspect-runtime, and judge visuals only from screenshots you have inspected. A saved file path is
not evidence.
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Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
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Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
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Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
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Use when creating or restructuring a PlayCanvas app with the Engine API, @playcanvas/react, or @playcanvas/web-components, covering bootstrap, input, resize, physics, update loop, UI, and lifecycle.
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Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
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Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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