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 a PlayCanvas StandardMaterial needs custom shading its properties cannot express, such as stylized looks or vertex displacement, before writing a ShaderMaterial.
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。
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
specular, and disable useSkybox.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 static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
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。