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reuse-scripts

Use before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.

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.md1.8 KB
  • references/direct-engine.md1.0 KB
  • references/react.md753 B
  • references/web-components.md890 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Reuse shipped Engine code

Before writing behaviour, check what the installed playcanvas package already provides.

Scripts live under scripts/esm/**; import only from there. List them:

rg 'static scriptName =' node_modules/playcanvas/scripts/esm \
  | sed "s|.*/scripts/esm/||; s|:.*static scriptName = ['\"]|  ->  |; s|['\"].*||" \
  | sort

Common ones are CameraControls, FirstPersonController, ThirdPersonController, ShadowCatcher, ProceduralSky, Water, and Grid, plus XR and splat scripts. Modules under scripts/esm/parsers are resource-handler classes, not scripts.

Core exports that are not scripts include CameraFrame for post-processing, Picker (getSelectionAsync), TransformGizmo, OutlineRenderer, MiniStats, GltfExporter, and UsdzExporter.

Integrate

  1. Read the source for exports, @attribute properties, defaults, and required components.
  2. Find its official example with find-examples, and copy the assets, layers, scene settings, and render setup it depends on.
  3. Adapt configuration and extension points. If nothing fits, implement only the missing part and say what was missing.
  4. After a rendered frame, fail on console, shader, or missing-asset errors.

Keep a shipped script's input mapping and damping unless asked otherwise, and verify input directions with real input rather than deriving signs from memory.

Grouped property updates differ by surface; preserve defaults you do not change. Read only the reference matching the code: direct Engine, React, or Web Components.

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中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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