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 before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
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。
Measure each unique GLB once with inspect-glb, only trusting bounds when boundsSource is
vertices, and keep one tuning record per asset:
const ASSET_TUNING = {
model: {
boundsSource: 'vertices', dims: [8, 7, 18], center: [0, 2.5, 0], groundOffset: 1,
intended: { dimension: 'length', size: 18 }, scale: 1, y: 1, yaw: 180
}
} as const;
scale = intendedSize / measuredDimension and, for floor-resting models,
y = groundOffset * scale. Record a deliberate offset for models that should not rest on the
floor.yaw.Nest three levels so a root position means the same for every asset: the semantic root, a yaw
wrapper, then the visual child with the scale and local position
(-center.x * scale, y, -center.z * scale). Apply calibration once, never per instance.
Place the root on a measured support point, such as a mount point or raycast, not a global AABB maximum. Skinned bounds are bind-pose estimates; confirm contact in animated poses.
Read only the reference matching the code: direct Engine, React, or Web Components.
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 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 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。