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 implementing a PlayCanvas feature the project does not use yet, to find and adapt the official example matching the installed version.
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。
Examples are version-matched recipes to adapt, not modules to import. When the Engine ships a script
for the behaviour, use reuse-scripts first.
If node_modules/playcanvas/examples/src/examples exists, it is a linked or source checkout: read
it locally. The npm package omits examples/, so otherwise fetch from the installed tag:
TAG="v$(node -p "JSON.parse(require('fs').readFileSync('node_modules/playcanvas/package.json')).version")" || exit 1
gh api "repos/playcanvas/engine/git/trees/$TAG?recursive=1" | grep -o '"examples/src/examples/[^"]*\.example\.mjs"'
gh api "repos/playcanvas/engine/contents/examples/src/examples/<category>/<name>.example.mjs?ref=$TAG" \
--jq .content | base64 --decode
Read the resolved package, not the dependency list; playcanvas is often transitive. An empty list
means an invalid tag: stop rather than guess. Use main only when the version has no tag.
| Surface | Repository | Ref | Example paths |
|---|---|---|---|
| direct Engine | playcanvas/engine | v<version> | examples/src/examples/<category>/<name>.example.mjs |
| Web Components | playcanvas/web-components | v<version> | examples/<name>.html |
| React | playcanvas/developer-site | main | docs/user-manual/react/examples/<name>.mdx |
Search the surface's catalog first, then the Engine's. React pages track the latest package; verify
each prop against the installed declarations. Fetch example assets, including the Draco, Basis, and
Ammo decoders under examples/assets/wasm, from the same ref.
Keep component options, scene setup, materials, shaders, assets, and update logic; drop the example browser's controls and imports. When one example joins several systems, such as layers, depth, camera frame, and sky, get that baseline rendering before customizing it.
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 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。