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 lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
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。
Engine defaults give a flat, dark image; change them deliberately. Tune against inspected screenshots, one class of value at a time.
scene.ambientLight is black, so unlit sides render pure black. Light ambient and reflections
from an environment atlas or skybox, or set an ambient colour.TONEMAP_LINEAR. Choose TONEMAP_NEUTRAL, TONEMAP_ACES2, or
TONEMAP_FILMIC (on cameraFrame.rendering.toneMapping when using CameraFrame), set exposure,
then balance light intensities to it.castShadows on the key light. Directional shadowDistance is 40 m, so
use cascades for large scenes, and SHADOWUPDATE_THISFRAME for static shadows. Size resolution to
the framed subject.apply-conventions).CameraFrame handles tone mapping, bloom, SSAO, DOF, vignette, and grading. Call update() after
changes and destroy it with the app. Keep bloom intensity within the documented 0 to 0.1.scene.sky.type (SKYTYPE_DOME, SKYTYPE_BOX, SKYTYPE_INFINITE) grounds an environment sky.ProceduralSky script owns a linked sun light: set the light's base intensity, then tune
elevation and azimuth on the sky, not the light.ShadowCatcher script grounds subjects that have no lit floor.bake-lighting; stylize shading with override-shader-chunks.Find each integration's example with find-examples.
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。