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assemble-scene

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。

查看安装方法

包含的文件(4)

  • SKILL.md1.5 KB
  • references/direct-engine.md439 B
  • references/react.md1023 B
  • references/web-components.md892 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Scene assembly

Each scene object has one named root. Put position, heading, rigidbody, collision, and scripts on the root, and the calibrated visual from calibrate-model below it. Apply calibration once; if the tuning record is missing, calibrate first.

  • Name roots by role, with predictable names for repeated instances.
  • Size colliders from measured bounds and keep them aligned with render bounds.
  • Space roots by the scaled footprint in the tuning record, not by pivot position. A non-90° yaw rotates the footprint, so reserve its larger horizontal extent.
  • Keep UI, effects, cameras, and lights outside model hierarchies.
  • Remove the root through its surface's lifecycle and unregister events it owns.
  • Rigid bodies need Ammo loaded first (build-app).

Check placement

After a rendered frame, measure each support or attachment at the object's actual position, using a mount point, raycast, or geometry sample read through inspect-runtime. A positive gap floats; a negative gap penetrates. Overlapping world AABBs between unrelated roots are a failure unless two different views prove the overlap is empty space.

Read only the reference matching the code: direct Engine, React, or Web Components.

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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。

playcanvas/skills282026年10月13日 更新

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。

playcanvas/skills282026年10月13日 更新

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。

playcanvas/skills282026年10月13日 更新

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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