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。
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。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Check version-sensitive APIs against installed playcanvas declarations.
entity.forward, cameras, and lookAt use -Z.setEulerAngles, not lookAt.calibrate-model.getEulerAngles() back into setEulerAngles(). Interpolate with math.lerpAngle or
Quat.slerp.setLocal* below a parent. Never scale rigid-body roots
or skinned bones.render and anim components, not model and animation.class X extends Script with static scriptName, not createScript.Mesh.fromGeometry(device, new BoxGeometry()), not createBox and the other create* helpers.playcanvas; shipped scripts only from playcanvas/scripts/esm/**.reuse-scripts).StandardMaterial.useMetalness defaults to false; enable it before using metalness.material.update() after property edits. Per-mesh values use meshInstance.setParameter()
with no update or clone.setParameter uploads raw values; convert sRGB colours with Color#linear().aabb; union descendant meshInstance.aabb. If mesh.update() skips bounds,
set mesh.aabb yourself, and expand it by any vertex-shader displacement.Offline values cannot prove facing, poses, or placement. Read values from the running app with
inspect-runtime, and judge visuals only from screenshots you have inspected. A saved file path is
not evidence.
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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.
中文简介正在准备中。当前显示原文说明。
Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
中文简介正在准备中。当前显示原文说明。
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。
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。
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。
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。