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 app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.
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。
Measure first with app.stats.drawCallCount or MiniStats; the per-pass app.stats.drawCalls
breakdown fills only in profiler builds. Also halve the pixel ratio and call app.resizeCanvas():
if frame time drops, the cost is fill rate, not draw calls. Stop at the first rung that meets the
budget and report before-and-after counts.
An element at opacity 0 still draws. Set enabled = false.
Call app.batcher.addGroup(name, dynamic, maxAabbSize), then set batchGroupId on render, sprite,
or element components. Use dynamic: false for geometry that never moves. Members join when
enabled in the live tree, in any order, and groups regenerate automatically when membership
changes. Call markGroupDirty(id) only after moving members of a static group. Manual AppOptions
bootstraps must set batchManager.
Use this for many copies of one mesh and material with per-frame transforms. Build a buffer with
VertexFormat.getDefaultInstancingFormat(device), one mat4 per instance, and call
meshInstance.setInstancing(vb); instancingCount follows the buffer.
There is no per-instance culling. By default the group always draws; setInstancing(vb, true)
culls it as one unit against a RenderComponent#customAabb covering every instance. Split large
instance sets into spatial chunks. Custom vertex chunks need the INSTANCING path
(override-shader-chunks). Start from the graphics/instancing-basic and
graphics/instancing-custom examples.
Confirm the image is unchanged with verify-pixels.
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。