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 playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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See how to installReview the instructions the agent will receive before you install.
Get clip and joint names from inspect-glb; never guess them.
AnimStateGraph from an official animation example with find-examples.anim component on or above the rendered skinned hierarchy, not on a separate pivot.animationTargets path, minus its .translation, .rotation,
.scale, or .weights suffix, matches a destination nodePaths entry below the model root.
Equal joint counts or similar names are not enough.An active state or advancing state time does not prove motion. Sample two non-root joints over
several rendered frames (inspect-runtime) at idle and at both ends of each blend tree. Zero joint motion means a
binding, playback, or blend-weight failure.
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 repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
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