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 rendering change is meant to leave the image unchanged, to prove it with deterministic captures and pixel comparison.
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Date.now() or performance.now().app.timeScale = 0 makes dt zero, but update still runs; anything counting frames or reading
wall-clock time still advances.app.autoRender = false, then app.renderNextFrame = true before each frame to capture.await (device as WebglGraphicsDevice).readPixelsAsync(x, y, w, h, pixels). WebGPU:
render into a RenderTarget and read its colorBuffer with Texture#read(). Avoid colour
conversion and lossy encoding.Keep harness code out of the shipped bundle; attach it through inspect-runtime.
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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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