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add-effects

Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(1)

  • SKILL.md1.4 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Effects

Pick the Engine building block first, then adapt its closest official example with find-examples:

  • Particle systems: the particlesystem component (graphics/particles-* examples).
  • Custom shading on existing surfaces: StandardMaterial chunk overrides (override-shader-chunks), or a ShaderMaterial when the effect needs its own shader pair.
  • Procedural or per-frame geometry: a runtime-updated Mesh on a render component (graphics/mesh-* examples), or WideLineRenderer for lines with width.
  • Full-screen effects: CameraFrame (light-scene).
  • Gaussian splat effects: the shipped gsplat scripts (reuse-scripts).

Engine gotchas

  • CurveSet takes one key array per channel. A flattened array type-checks, then fails at texture upload.
  • Create emitters and meshes at load and reuse them. Fire an emitter with reset() then play(); one-shots use loop: false.
  • The first use of a shader stalls a frame. Render each effect once behind a loading screen.
  • Animate values with setParameter, not a per-frame material.update().
  • A lit material on a custom mesh needs normals; otherwise use an unlit material.

Trigger each effect through the app's real inputs, and confirm repeated triggers keep entity counts stable.

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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.

中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.

中文简介正在准备中。当前显示原文说明。

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build-app

免费

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.

中文简介正在准备中。当前显示原文说明。

playcanvas/skills282026年10月13日 更新

Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.

中文简介正在准备中。当前显示原文说明。

playcanvas/skills282026年10月13日 更新

Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.

中文简介正在准备中。当前显示原文说明。

playcanvas/skills282026年10月13日 更新

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