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 writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.
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。
Before writing behaviour, check what the installed playcanvas package already provides.
Scripts live under scripts/esm/**; import only from there. List them:
rg 'static scriptName =' node_modules/playcanvas/scripts/esm \
| sed "s|.*/scripts/esm/||; s|:.*static scriptName = ['\"]| -> |; s|['\"].*||" \
| sort
Common ones are CameraControls, FirstPersonController, ThirdPersonController,
ShadowCatcher, ProceduralSky, Water, and Grid, plus XR and splat scripts. Modules under
scripts/esm/parsers are resource-handler classes, not scripts.
Core exports that are not scripts include CameraFrame for post-processing, Picker
(getSelectionAsync), TransformGizmo, OutlineRenderer, MiniStats, GltfExporter, and
UsdzExporter.
@attribute properties, defaults, and required components.find-examples, and copy the assets, layers, scene settings, and
render setup it depends on.Keep a shipped script's input mapping and damping unless asked otherwise, and verify input directions with real input rather than deriving signs from memory.
Grouped property updates differ by surface; preserve defaults you do not change. 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。