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 reading state from a running PlayCanvas app, to reach its live Application through the Engine devtools hook without changing app code.
インストール方法を見る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。
From Engine 2.23, every app announces itself to a hook at
globalThis[Symbol.for('playcanvas.inspector')]. Read live state through it instead of adding
window.app or debug code to the app.
scripts/devtools-hook.js relative to this skill and inject it as an init script that
runs before any page script. A hook defined later misses existing apps; reload instead.globalThis.__playcanvasApps, a Map from each live app to
{ version, revision, protocol }. app.init() adds the entry and app.destroy() removes it.devtools: false. The Engine swallows errors thrown by the hook.playcanvas/debug, build/playcanvas.dbg.*) announces apps; the
default import never calls the hook. Later 2.23 patches fix every build.frameend, so values reflect a rendered frame.app.root.findByName() and findByTag(), world positions and
meshInstance.aabb, app.stats.drawCallCount and frameTime, and
entity.anim.baseLayer.activeState.app.timeScale = 0; update still runs with a zero dt. Step one frame by restoring
the scale, then zeroing it again on the next frameend.@playcanvas/inspector adds a panel for people: new Inspector(app) shows the hierarchy, assets,
materials, shaders, textures, render targets, frame graph, and physics. It must import the app's
own playcanvas package, so add it only to development builds. It draws over the canvas and
applies view overrides, so destroy it before verify-pixels captures. Stepping through draws
needs the debug build.
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。