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 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。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Get clip and joint names from inspect-glb; never guess them.
AnimStateGraph from an official animation example with find-examples.anim component on or above the rendered skinned hierarchy, not on a separate pivot.animationTargets path, minus its .translation, .rotation,
.scale, or .weights suffix, matches a destination nodePaths entry below the model root.
Equal joint counts or similar names are not enough.An active state or advancing state time does not prove motion. Sample two non-root joints over
several rendered frames (inspect-runtime) at idle and at both ends of each blend tree. Zero joint motion means a
binding, playback, or blend-weight failure.
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。
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 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。