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 a PlayCanvas rendering change is meant to leave the image unchanged, to prove it with deterministic captures and pixel comparison.
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。
Date.now() or performance.now().app.timeScale = 0 makes dt zero, but update still runs; anything counting frames or reading
wall-clock time still advances.app.autoRender = false, then app.renderNextFrame = true before each frame to capture.await (device as WebglGraphicsDevice).readPixelsAsync(x, y, w, h, pixels). WebGPU:
render into a RenderTarget and read its colorBuffer with Texture#read(). Avoid colour
conversion and lossy encoding.Keep harness code out of the shipped bundle; attach it through inspect-runtime.
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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。