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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16 个(playcanvas 的仓库) · 按人气排序
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 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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Use when a PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.
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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 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 playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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Use when lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, 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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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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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 reading state from a running PlayCanvas app, to reach its live Application through the Engine devtools hook without changing app code.
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Use before loading, placing, scaling, or animating GLB models in PlayCanvas to measure bounds, grounding, clips, joints, and hierarchy with the bundled offline inspector.
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Use when loading glTF/GLB models or textures in PlayCanvas, choosing Draco or Basis/KTX2 compression, or setting up decoders and preloading.
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Use before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.
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Use when implementing a PlayCanvas feature the project does not use yet, to find and adapt the official example matching the installed version.
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