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 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。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Read package.json and the entry point, keep the surface that owns the lifecycle, and read only its
reference: direct Engine, React, or
Web Components. Choose from imports and markup, not dependencies.
app.keyboard, mouse, touch, gamepads, and elementInput stay null
unless passed to new Application(canvas, { ... }); UI buttons need new ElementInput(canvas).app.resizeCanvas() from your own handler.graphicsDevice.maxPixelRatio defaults to 1. Raise it, at most to window.devicePixelRatio, only
where the target holds its frame budget, call app.resizeCanvas(), and confirm with
canvas.width / canvas.clientWidth.WasmModule. Copy the loader from the
physics/falling-shapes example with find-examples.devtools defaults to true, so debugging tools can find the app (inspect-runtime). Set it to
false only to hide a production build.dt is already clamped by app.maxDeltaTime (0.1 s); tune it instead of clamping by hand.
app.timeScale scales it, and 0 pauses scaled time.dt, and reset
through the same setup used at start.screen and element components adapted from a
user-interface example.enabled = false; an element at opacity 0 still draws.Script.还没有评价。欢迎分享你的使用感受。
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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 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。
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 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。