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 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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See how to installReview the instructions the agent will receive before you install.
Measure each unique GLB once with inspect-glb, only trusting bounds when boundsSource is
vertices, and keep one tuning record per asset:
const ASSET_TUNING = {
model: {
boundsSource: 'vertices', dims: [8, 7, 18], center: [0, 2.5, 0], groundOffset: 1,
intended: { dimension: 'length', size: 18 }, scale: 1, y: 1, yaw: 180
}
} as const;
scale = intendedSize / measuredDimension and, for floor-resting models,
y = groundOffset * scale. Record a deliberate offset for models that should not rest on the
floor.yaw.Nest three levels so a root position means the same for every asset: the semantic root, a yaw
wrapper, then the visual child with the scale and local position
(-center.x * scale, y, -center.z * scale). Apply calibration once, never per instance.
Place the root on a measured support point, such as a mount point or raycast, not a global AABB maximum. Skinned bounds are bind-pose estimates; confirm contact in animated poses.
Read only the reference matching the code: direct Engine, React, or Web Components.
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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 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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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 playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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