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 a PlayCanvas StandardMaterial needs custom shading its properties cannot express, such as stylized looks or vertex displacement, before writing a ShaderMaterial.
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See how to installReview the instructions the agent will receive before you install.
Overriding a StandardMaterial chunk keeps fog, tone mapping, shadows, skinning, and instancing
intact. Use a ShaderMaterial only when the look needs its own vertex and fragment pair.
material.shaderChunksVersion to the installed major.minor, such as '2.23'. Chunk names
and contracts change between versions, so read the installed chunk source, not memory.material.getShaderChunks(SHADERLANGUAGE_GLSL).set(name, source) and the WGSL
equivalent, then call material.update(). For every material on a device, use
ShaderChunks.get(device, language); the global shaderChunks object is deprecated.meshInstance.setParameter().Color#linear().transformCoreVS, must keep the INSTANCING
path with a matrix_model fallback, like the stock chunk.getEmission() writing dEmission, zero diffuse and
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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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