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 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.
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。
Read package.json and the entry point, keep the surface that owns the lifecycle, and read only its
reference: direct Engine, React, or
Web Components. Choose from imports and markup, not dependencies.
app.keyboard, mouse, touch, gamepads, and elementInput stay null
unless passed to new Application(canvas, { ... }); UI buttons need new ElementInput(canvas).app.resizeCanvas() from your own handler.graphicsDevice.maxPixelRatio defaults to 1. Raise it, at most to window.devicePixelRatio, only
where the target holds its frame budget, call app.resizeCanvas(), and confirm with
canvas.width / canvas.clientWidth.WasmModule. Copy the loader from the
physics/falling-shapes example with find-examples.devtools defaults to true, so debugging tools can find the app (inspect-runtime). Set it to
false only to hide a production build.dt is already clamped by app.maxDeltaTime (0.1 s); tune it instead of clamping by hand.
app.timeScale scales it, and 0 pauses scaled time.dt, and reset
through the same setup used at start.screen and element components adapted from a
user-interface example.enabled = false; an element at opacity 0 still draws.Script.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 writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
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 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。