Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Lightmaps remove per-frame shadow and lighting cost for static lights on static geometry.
Application registers Lightmapper; manual AppOptions bootstraps set
lightmapper = Lightmapper.bake = true; once every mesh it lights is lightmapped, set
affectDynamic = false.render.lightmapped = true, or it goes unlit once affectDynamic is off. Size
it with lightmapSizeMultiplier; castShadowsLightmap lets meshes shadow each other.scene.lightmapMode: BAKE_COLOR for flat diffuse, or the default
BAKE_COLORDIR, which adds direction for normal- or specular-mapped materials.scene.ambientBake, ambientBakeNumSamples, and
ambientBakeOcclusionBrightness and ambientBakeOcclusionContrast.app.lightmapper.bake(null, mode) only
for nodes added later or to re-bake.A node bakes only when every mesh instance has SEMANTIC_TEXCOORD1. Otherwise it is skipped, with
only a debug-build log, and stays dynamically lit. Primitives have the set; imported GLBs often do
not. Check, then unwrap or re-export.
Time bake() on the target device. Move to an offline bake shipped as textures only when it misses
the startup budget or needs detail the runtime lightmapper cannot produce, and state the added
download size.
Dynamic objects moving through baked light need approximated occlusion and a contact shadow, or
they look pasted on. Compare verify-pixels captures in and out of baked shadow.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
日本語の概要は準備中です。原文の説明を表示しています。
Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
日本語の概要は準備中です。原文の説明を表示しています。
Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
日本語の概要は準備中です。原文の説明を表示しています。