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 lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Engine defaults give a flat, dark image; change them deliberately. Tune against inspected screenshots, one class of value at a time.
scene.ambientLight is black, so unlit sides render pure black. Light ambient and reflections
from an environment atlas or skybox, or set an ambient colour.TONEMAP_LINEAR. Choose TONEMAP_NEUTRAL, TONEMAP_ACES2, or
TONEMAP_FILMIC (on cameraFrame.rendering.toneMapping when using CameraFrame), set exposure,
then balance light intensities to it.castShadows on the key light. Directional shadowDistance is 40 m, so
use cascades for large scenes, and SHADOWUPDATE_THISFRAME for static shadows. Size resolution to
the framed subject.apply-conventions).CameraFrame handles tone mapping, bloom, SSAO, DOF, vignette, and grading. Call update() after
changes and destroy it with the app. Keep bloom intensity within the documented 0 to 0.1.scene.sky.type (SKYTYPE_DOME, SKYTYPE_BOX, SKYTYPE_INFINITE) grounds an environment sky.ProceduralSky script owns a linked sun light: set the light's base intensity, then tune
elevation and azimuth on the sky, not the light.ShadowCatcher script grounds subjects that have no lit floor.bake-lighting; stylize shading with override-shader-chunks.Find each integration's example with find-examples.
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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。