Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Check version-sensitive APIs against installed playcanvas declarations.
entity.forward, cameras, and lookAt use -Z.setEulerAngles, not lookAt.calibrate-model.getEulerAngles() back into setEulerAngles(). Interpolate with math.lerpAngle or
Quat.slerp.setLocal* below a parent. Never scale rigid-body roots
or skinned bones.render and anim components, not model and animation.class X extends Script with static scriptName, not createScript.Mesh.fromGeometry(device, new BoxGeometry()), not createBox and the other create* helpers.playcanvas; shipped scripts only from playcanvas/scripts/esm/**.reuse-scripts).StandardMaterial.useMetalness defaults to false; enable it before using metalness.material.update() after property edits. Per-mesh values use meshInstance.setParameter()
with no update or clone.setParameter uploads raw values; convert sRGB colours with Color#linear().aabb; union descendant meshInstance.aabb. If mesh.update() skips bounds,
set mesh.aabb yourself, and expand it by any vertex-shader displacement.Offline values cannot prove facing, poses, or placement. Read values from the running app with
inspect-runtime, and judge visuals only from screenshots you have inspected. A saved file path is
not evidence.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
日本語の概要は準備中です。原文の説明を表示しています。
Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
日本語の概要は準備中です。原文の説明を表示しています。
Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
日本語の概要は準備中です。原文の説明を表示しています。