@needle-tools/engine 4.16.0-next.35df6b8 → 4.16.0-next.73c93c0

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@@ -1,122 +1,160 @@
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  ---
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  name: needle-engine
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  description: Automatically provides Needle Engine context when working in a Needle Engine web project. Use this skill when editing TypeScript components, Vite config, GLB assets, or anything related to @needle-tools/engine.
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+ metadata:
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+ reviewed-against: "@needle-tools/engine@4.15.0"
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+ last-reviewed: "2026-03"
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  ---
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  # Needle Engine
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- You are an expert in Needle Engine — a web-first 3D engine built on Three.js with a Unity/Blender-based workflow.
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+ You are an expert in Needle Engine — a web-first 3D engine built on Three.js with a component system and Unity/Blender-based workflow.
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- ## Key concepts
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+ ## When to Use This Skill
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- **Needle Engine** ships 3D scenes from Unity (or Blender) as GLB files and renders them in the browser using Three.js. TypeScript components attached to GameObjects in Unity are serialized into the GLB and re-hydrated at runtime in the browser.
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+ **Use when the user is:**
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+ - Editing TypeScript files that import from `@needle-tools/engine`
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+ - Working on a project with `vite.config.ts` that uses `needlePlugins`
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+ - Loading or debugging `.glb` files exported from Unity or Blender
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+ - Using the Needle Engine Blender addon or Unity package
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+ - Asking about component lifecycle, serialization, XR, networking, or deployment
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+
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+ **Do NOT use for:**
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+ - Pure Three.js projects with no Needle Engine
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+ - Non-web Unity/Blender work with no GLB export
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+
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+ ---
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+
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+ ## Quick Start
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- ### Embedding in HTML
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  ```html
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- <!-- The <needle-engine> web component creates and manages a 3D context -->
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  <needle-engine src="assets/scene.glb"></needle-engine>
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+ <script type="module">
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+ import "@needle-tools/engine";
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+ </script>
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  ```
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- Access the context programmatically: `document.querySelector("needle-engine").context`
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- ### Component lifecycle (mirrors Unity MonoBehaviour)
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+ Minimal TypeScript component:
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  ```ts
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  import { Behaviour, serializable, registerType } from "@needle-tools/engine";
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  @registerType
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- export class MyComponent extends Behaviour {
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- @serializable() myValue: number = 1;
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-
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- awake() {} // called once when instantiated
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- start() {} // called once on first frame
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- update() {} // called every frame
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- onEnable() {}
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- onDisable() {}
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- onDestroy() {}
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- onBeforeRender(_frame: XRFrame | null) {}
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+ export class HelloWorld extends Behaviour {
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+ @serializable() message: string = "Hello!";
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+
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+ start() {
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+ console.log(this.message);
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+ }
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  }
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  ```
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- ### Serialization
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- - `@registerType` — makes the class discoverable by the GLB deserializer
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- - `@serializable()` — marks a field for GLB deserialization (primitives)
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- - `@serializable(Object3D)` — for Three.js object references
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- - `@serializable(Texture)` — for textures (import Texture from "three")
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- - `@serializable(RGBAColor)` — for colors
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+ > **TypeScript config required:** `tsconfig.json` must have `"experimentalDecorators": true` and `"useDefineForClassFields": false` for decorators to work.
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- ### Accessing the scene
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- ```ts
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- this.context.scene // THREE.Scene
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- this.context.mainCamera // active camera (THREE.Camera)
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- this.context.renderer // THREE.WebGLRenderer
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- this.context.time.frame // current frame number
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- this.context.time.deltaTime // seconds since last frame
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- this.gameObject // the THREE.Object3D this component is on
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- ```
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+ ---
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- ### Finding components
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- ```ts
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- this.gameObject.getComponent(MyComponent)
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- this.gameObject.getComponentInChildren(MyComponent)
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- this.context.scene.getComponentInChildren(MyComponent)
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-
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- // Global search (import as standalone functions from "@needle-tools/engine")
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- import { findObjectOfType, findObjectsOfType } from "@needle-tools/engine";
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- findObjectOfType(MyComponent, this.context)
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- findObjectsOfType(MyComponent, this.context)
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- ```
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+ ## Key Concepts
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- ### Input handling
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- ```ts
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- // Polling
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- if (this.context.input.getPointerDown(0)) { /* pointer pressed */ }
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- if (this.context.input.getKeyDown("Space")) { /* space pressed */ }
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+ **Needle Engine** ships 3D scenes from Unity or Blender as GLB files and renders them in the browser using Three.js. TypeScript components attached to objects are serialized into the GLB and re-hydrated at runtime.
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- // Event-based (NEPointerEvent works across mouse, touch, and XR controllers)
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- this.gameObject.addEventListener("pointerdown", (e: NEPointerEvent) => { });
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- ```
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+ - **Unity workflow:** C# MonoBehaviours → auto-generated TypeScript stubs GLB export on play/build
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+ - **Blender workflow:** Components added via the Needle Engine Blender addon → GLB export with component data embedded
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+ - **Embedding:** `<needle-engine src="assets/scene.glb">` web component creates and manages a 3D context
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+ - **Context access:** use `onStart(ctx => { ... })` or `onInitialize(ctx => { ... })` lifecycle hooks (preferred); `document.querySelector("needle-engine").context` works but only from UI event handlers
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- ### Physics & raycasting
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- ```ts
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- // Default raycasts hit visible geometry no colliders needed
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- // Uses mesh BVH (bounding volume hierarchy) for accelerated raycasting, BVH is generated on a worker
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- const hits = this.context.physics.raycast();
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+ ### `<needle-engine>` Attributes
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+
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+ Boolean attributes can be disabled with `="0"` (e.g. `camera-controls="0"`).
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- // Physics-based raycasts (require colliders, uses Rapier physics engine)
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- const physicsHits = this.context.physics.raycastPhysics();
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+ ```html
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+ <needle-engine
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+ src="assets/scene.glb"
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+ camera-controls
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+ auto-rotate
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+ autoplay
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+ background-color="#222"
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+ environment-image="studio"
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+ contactshadows
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+ ></needle-engine>
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  ```
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- ### Networking & multiplayer
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- Needle Engine has built-in multiplayer. Add a `SyncedRoom` component to enable networking.
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+ | Attribute | Description |
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+ |---|---|
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+ | `src` | GLB/glTF file path(s) — string, array, or comma-separated |
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+ | `camera-controls` | Adds default OrbitControls with auto-fit if no `OrbitControls`/`ICameraController` exists in the root GLB. Disable with `="0"` for fully custom camera. To tweak defaults, get `OrbitControls` from the main camera in `onStart` |
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+ | `auto-rotate` | Auto-rotate the camera (requires `camera-controls`) |
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+ | `autoplay` | Auto-play animations in the loaded scene |
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+ | `background-color` | Hex or RGB background color (e.g. `#ff0000`) |
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+ | `background-image` | Skybox URL or preset: `studio`, `blurred-skybox`, `quicklook`, `quicklook-ar` |
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+ | `background-blurriness` | Blur intensity for background (0–1) |
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+ | `environment-image` | Environment lighting image URL or preset (same presets as `background-image`) |
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+ | `contactshadows` | Enable contact shadows |
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+ | `tone-mapping` | `none`, `linear`, `neutral`, `agx` |
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+ | `poster` | Placeholder image URL shown while loading |
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+ | `loadstart` / `progress` / `loadfinished` | Callback functions for loading lifecycle |
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- - `@syncField()` — automatically syncs a field across all connected clients
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- - Primitives (string, number, boolean) sync automatically on change
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- - Complex types (arrays/objects) require reassignment to trigger sync: `this.myArray = this.myArray`
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- - Key components: `SyncedRoom`, `SyncedTransform`, `PlayerSync`, `Voip`
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- - Uses WebSockets + optional WebRTC peer-to-peer connections
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+ ---
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- ### WebXR (VR & AR)
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- Needle Engine has built-in WebXR support for VR and AR across Meta Quest, Apple Vision Pro, and mobile AR.
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+ ## Unity Needle Cheat Sheet
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+
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+ | Unity (C#) | Needle Engine (TypeScript) |
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+ |---|---|
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+ | `MonoBehaviour` | `Behaviour` |
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+ | `[SerializeField]` / public field | `@serializable()` (required for all serialized fields) |
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+ | `Instantiate(prefab)` | `instantiate(obj)` |
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+ | `Destroy(obj)` | `destroy(obj)` |
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+ | `GetComponent<T>()` | `this.gameObject.getComponent(T)` |
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+ | `AddComponent<T>()` | `this.gameObject.addComponent(T)` |
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+ | `FindObjectOfType<T>()` | `findObjectOfType(T, ctx)` |
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+ | `transform.position` | `this.gameObject.worldPosition` (world) / `this.gameObject.position` (local) |
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+ | `transform.rotation` | `this.gameObject.worldQuaternion` (world) / `this.gameObject.quaternion` (local) |
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+ | `transform.localScale` | `this.gameObject.worldScale` (world) / `this.gameObject.scale` (local) |
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+ | `Resources.Load<T>()` | No direct equivalent — use `@serializable(AssetReference)` to assign refs in editor, then `.instantiate()` or `.asset` at runtime |
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+ | `StartCoroutine()` | `this.startCoroutine()` (in a component; unlike Unity, coroutines stop when the component is disabled) |
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+ | `Time.deltaTime` | `this.context.time.deltaTime` |
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+ | `Camera.main` | `this.context.mainCamera` (THREE.Camera) / `this.context.mainCameraComponent` (Needle Camera component) |
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+ | `Debug.Log()` | `console.log()` |
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+ | `OnCollisionEnter()` | `onCollisionEnter(col: Collision)` |
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+ | `OnTriggerEnter()` | `onTriggerEnter(col: Collision)` |
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- - Add the `WebXR` component to enable VR/AR sessions
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- - Use `XRRig` to define the user's starting position — the user is parented to the rig during XR sessions
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- - Available components: `WebXRImageTracking`, `WebXRPlaneTracking`, `XRControllerModel`, `NeedleXRSession`
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+ ---
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- ## Creating a new project
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+ ## Three.js Needle Cheat Sheet
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+
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+ | Three.js | Needle Engine |
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+ |---|---|
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+ | `new Mesh(geo, mat)` | Created in Unity/Blender, exported as GLB; access via `Renderer.sharedMesh` / `Renderer.sharedMaterials` |
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+ | `scene.add(obj)` | `this.gameObject.add(obj)` or `instantiate(prefab)` |
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+ | `scene.remove(obj)` | `obj.removeFromParent()` (re-parent) or `destroy(obj)` (permanent) |
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+ | `obj.position` | `obj.position` (local) / `obj.worldPosition` (world — Needle extension) |
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+ | `obj.quaternion` | `obj.quaternion` (local) / `obj.worldQuaternion` (world — Needle extension) |
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+ | `obj.scale` | `obj.scale` (local) / `obj.worldScale` (world — Needle extension) |
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+ | `obj.getWorldPosition(v)` | `obj.worldPosition` (getter, no temp vec needed) |
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+ | `obj.traverse(cb)` | `obj.traverse(cb)` (same — it's Three.js underneath) |
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+ | `obj.children` | `obj.children` (same) |
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+ | `obj.parent` | `obj.parent` (same) |
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+ | `raycaster.intersectObjects()` | `this.context.physics.raycast()` (auto BVH, faster) |
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+ | `renderer.setAnimationLoop(cb)` | `update() {}` in a component, or `onUpdate(cb)` hook |
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+ | `clock.getDelta()` | `this.context.time.deltaTime` |
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+ | `new GLTFLoader().load(url)` | `AssetReference.getOrCreate(base, url)` then `.instantiate()`, or `loadAsset(url)` |
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+
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+ Needle Engine extends `Object3D` with component methods (`getComponent`, `addComponent`, `worldPosition`, `worldQuaternion`, `worldScale`, `worldForward`, `worldRight`, `worldUp`, `contains`, etc.). `this.gameObject` is the `Object3D` a component is attached to. The underlying Three.js API still works directly.
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- Use `create-needle` to scaffold a new Needle Engine project:
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- ```bash
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- npm create needle my-app # default Vite template
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- npm create needle my-app -t react # React template
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- npm create needle my-app -t vue # Vue.js template
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- ```
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+ ---
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- Available templates: `vite` (default), `react`, `vue`, `sveltekit`, `svelte`, `nextjs`, `react-three-fiber`.
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+ ## Creating a New Project
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- Use `npm create needle --list` to see all available templates.
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+ ```bash
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+ npm create needle my-app # Vite (default)
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+ npm create needle my-app -t react # React + Vite
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+ npm create needle my-app -t vue # Vue + Vite
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+ npm create needle my-app -t sveltekit # SvelteKit
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+ npm create needle my-app -t nextjs # Next.js
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+ npm create needle my-app -t react-three-fiber # R3F
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+ ```
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- ## Vite plugin system
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+ ---
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- Needle Engine ships a set of Vite plugins via `needlePlugins(command, config, userSettings)`. Custom project plugins go in `vite.config.ts`.
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+ ## Vite Plugin System
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158
 
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  ```ts
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  import { defineConfig } from "vite";
@@ -129,47 +167,71 @@ export default defineConfig(async ({ command }) => ({
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  }));
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  ```
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+ ---
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+
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  ## Deployment
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173
 
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- Projects can be deployed to:
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- - **Needle Cloud** — official hosting with automatic optimization (`npx needle-cloud deploy`)
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- - **Vercel** / **Netlify** standard web hosting
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- - **itch.io** — for games and interactive experiences
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- - **Any static host** — Needle Engine projects are standard Vite web apps
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+ - **Needle Cloud** `npx needle-cloud deploy`
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+ - **Vercel / Netlify** — standard Vite web app
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+ - **itch.io** — for games
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+ - **Any static host / FTP** — `npm run build` (or `npm run build:production`) produces a standard dist folder
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- From Unity, use built-in deployment components (e.g. `DeployToNeedleCloud`, `DeployToNetlify`).
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+ From Unity, built-in deployment components (e.g. `DeployToNetlify`) require a PRO license. Needle Cloud deployment works with the free tier.
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- ## Progressive loading (`@needle-tools/gltf-progressive`)
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+ ---
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- Needle Engine includes `@needle-tools/gltf-progressive` for progressive streaming of 3D models and textures. It creates a tiny initial file with embedded low-quality proxy geometry, then streams higher-quality LODs on demand. Results in ~90% smaller initial downloads with instant display.
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+ ## Progressive Loading (`@needle-tools/gltf-progressive`)
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- Works standalone with any three.js project:
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  ```ts
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- import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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- import { WebGLRenderer } from "three";
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186
  import { useNeedleProgressive } from "@needle-tools/gltf-progressive";
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+ useNeedleProgressive(gltfLoader, renderer);
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+ gltfLoader.load(url, (gltf) => scene.add(gltf.scene));
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+ ```
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190
 
152
- const gltfLoader = new GLTFLoader();
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- const renderer = new WebGLRenderer();
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+ In Needle Engine projects this is built in — configure via **Compression & LOD Settings** in Unity.
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- // Register once — progressive loading happens automatically for all subsequent loads
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- useNeedleProgressive(gltfLoader, renderer);
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+ ---
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- gltfLoader.load(url, (gltf) => scene.add(gltf.scene));
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+ ## Searching the Documentation
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+
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+ Use the `needle_search` MCP tool to find relevant docs, forum posts, and community answers:
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+
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+ ```
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+ needle_search("how to play animation clip from code")
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+ needle_search("SyncedTransform multiplayer")
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+ needle_search("deploy to Needle Cloud CI")
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203
  ```
160
204
 
161
- In Needle Engine projects, progressive loading is built in and can be configured via the **Compression & LOD Settings** component in Unity.
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+ Use this *before* guessing at API details the docs are the source of truth.
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+
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+ ---
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+
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+ ## Common Gotchas
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+
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+ - `@registerType` is required or the component won't be instantiated from GLB (Unity/Blender export adds this automatically, but hand-written components need it)
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+ - GLB assets go in `assets/`, static files (fonts, images) in `public/` (configurable via `needle.config.json`)
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+ - `useDefineForClassFields: false` must be set in `tsconfig.json` — otherwise decorators silently break field initialization
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+ - `@syncField()` only triggers on reassignment — mutating an array/object in place won't sync; do `this.arr = this.arr`
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+ - Physics callbacks (`onCollisionEnter` etc.) require a Needle `Collider` component on the GameObject
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+ - `removeComponent()` does NOT call `onDestroy` — use `destroy(obj)` for full cleanup
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+ - Prefer `instantiate()` and `destroy()` functions over `GameObject.instantiate()` / `GameObject.destroy()`
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+ - `loadAsset()` returns a model wrapper (not an Object3D) — use `.scene` to get the root Object3D
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+ - `AssetReference.getOrCreateFromUrl()` caches by URL — loading the same URL twice returns the same Object3D. Use `.instantiate()` or `loadAsset()` with `{ context }` for multiple copies
220
+
221
+ ---
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+
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+ ## References
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+
225
+ For detailed API usage, read these reference files:
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+
227
+ - [Full API Reference](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/api.md) — lifecycle, decorators, context API, animation, networking, XR, physics
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+ - [Framework Integration](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/integration.md) — React, Svelte, Vue, vanilla JS examples + SSR patterns
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+ - [Troubleshooting](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/troubleshooting.md) — common errors and fixes
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+ - [Component Template](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/templates/my-component.ts) — annotated starter component
162
231
 
163
232
  ## Important URLs
233
+
164
234
  - Docs: https://engine.needle.tools/docs/
165
235
  - Samples: https://engine.needle.tools/samples/
166
236
  - GitHub: https://github.com/needle-tools/needle-engine-support
167
237
  - npm: https://www.npmjs.com/package/@needle-tools/engine
168
-
169
- ## Searching the documentation
170
-
171
- Use the `needle_search` MCP tool to find relevant docs, forum posts, and community answers.
172
-
173
- ## Common gotchas
174
- - Components must use `@registerType` or they won't be instantiated from GLB (this is handled automatically when exporting from Unity or Blender, but must be added manually for hand-written components)
175
- - GLB assets are in `assets/`, static files in `include/` or `public/`
@@ -42,7 +42,7 @@ function writeSkill(claudeDir) {
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  mkdirSync(skillDir, { recursive: true });
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  }
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  const skillPath = join(skillDir, "SKILL.md");
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- const templatePath = join(__dirname, "../../SKILL.md");
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+ const templatePath = join(__dirname, "../common/needle-engine-skill.md");
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  const content = readFileSync(templatePath, "utf8");
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  writeFileSync(skillPath, content, "utf8");
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  return skillPath;
package/SKILL.md DELETED
@@ -1,237 +0,0 @@
1
- ---
2
- name: needle-engine
3
- description: Automatically provides Needle Engine context when working in a Needle Engine web project. Use this skill when editing TypeScript components, Vite config, GLB assets, or anything related to @needle-tools/engine.
4
- metadata:
5
- reviewed-against: "@needle-tools/engine@4.15.0"
6
- last-reviewed: "2026-03"
7
- ---
8
-
9
- # Needle Engine
10
-
11
- You are an expert in Needle Engine — a web-first 3D engine built on Three.js with a component system and Unity/Blender-based workflow.
12
-
13
- ## When to Use This Skill
14
-
15
- **Use when the user is:**
16
- - Editing TypeScript files that import from `@needle-tools/engine`
17
- - Working on a project with `vite.config.ts` that uses `needlePlugins`
18
- - Loading or debugging `.glb` files exported from Unity or Blender
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- - Using the Needle Engine Blender addon or Unity package
20
- - Asking about component lifecycle, serialization, XR, networking, or deployment
21
-
22
- **Do NOT use for:**
23
- - Pure Three.js projects with no Needle Engine
24
- - Non-web Unity/Blender work with no GLB export
25
-
26
- ---
27
-
28
- ## Quick Start
29
-
30
- ```html
31
- <needle-engine src="assets/scene.glb"></needle-engine>
32
- <script type="module">
33
- import "@needle-tools/engine";
34
- </script>
35
- ```
36
-
37
- Minimal TypeScript component:
38
- ```ts
39
- import { Behaviour, serializable, registerType } from "@needle-tools/engine";
40
-
41
- @registerType
42
- export class HelloWorld extends Behaviour {
43
- @serializable() message: string = "Hello!";
44
-
45
- start() {
46
- console.log(this.message);
47
- }
48
- }
49
- ```
50
-
51
- > **TypeScript config required:** `tsconfig.json` must have `"experimentalDecorators": true` and `"useDefineForClassFields": false` for decorators to work.
52
-
53
- ---
54
-
55
- ## Key Concepts
56
-
57
- **Needle Engine** ships 3D scenes from Unity or Blender as GLB files and renders them in the browser using Three.js. TypeScript components attached to objects are serialized into the GLB and re-hydrated at runtime.
58
-
59
- - **Unity workflow:** C# MonoBehaviours → auto-generated TypeScript stubs → GLB export on play/build
60
- - **Blender workflow:** Components added via the Needle Engine Blender addon → GLB export with component data embedded
61
- - **Embedding:** `<needle-engine src="assets/scene.glb">` web component creates and manages a 3D context
62
- - **Context access:** use `onStart(ctx => { ... })` or `onInitialize(ctx => { ... })` lifecycle hooks (preferred); `document.querySelector("needle-engine").context` works but only from UI event handlers
63
-
64
- ### `<needle-engine>` Attributes
65
-
66
- Boolean attributes can be disabled with `="0"` (e.g. `camera-controls="0"`).
67
-
68
- ```html
69
- <needle-engine
70
- src="assets/scene.glb"
71
- camera-controls
72
- auto-rotate
73
- autoplay
74
- background-color="#222"
75
- environment-image="studio"
76
- contactshadows
77
- ></needle-engine>
78
- ```
79
-
80
- | Attribute | Description |
81
- |---|---|
82
- | `src` | GLB/glTF file path(s) — string, array, or comma-separated |
83
- | `camera-controls` | Adds default OrbitControls with auto-fit if no `OrbitControls`/`ICameraController` exists in the root GLB. Disable with `="0"` for fully custom camera. To tweak defaults, get `OrbitControls` from the main camera in `onStart` |
84
- | `auto-rotate` | Auto-rotate the camera (requires `camera-controls`) |
85
- | `autoplay` | Auto-play animations in the loaded scene |
86
- | `background-color` | Hex or RGB background color (e.g. `#ff0000`) |
87
- | `background-image` | Skybox URL or preset: `studio`, `blurred-skybox`, `quicklook`, `quicklook-ar` |
88
- | `background-blurriness` | Blur intensity for background (0–1) |
89
- | `environment-image` | Environment lighting image URL or preset (same presets as `background-image`) |
90
- | `contactshadows` | Enable contact shadows |
91
- | `tone-mapping` | `none`, `linear`, `neutral`, `agx` |
92
- | `poster` | Placeholder image URL shown while loading |
93
- | `loadstart` / `progress` / `loadfinished` | Callback functions for loading lifecycle |
94
-
95
- ---
96
-
97
- ## Unity → Needle Cheat Sheet
98
-
99
- | Unity (C#) | Needle Engine (TypeScript) |
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- |---|---|
101
- | `MonoBehaviour` | `Behaviour` |
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- | `[SerializeField]` / public field | `@serializable()` (required for all serialized fields) |
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- | `Instantiate(prefab)` | `instantiate(obj)` |
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- | `Destroy(obj)` | `destroy(obj)` |
105
- | `GetComponent<T>()` | `this.gameObject.getComponent(T)` |
106
- | `AddComponent<T>()` | `this.gameObject.addComponent(T)` |
107
- | `FindObjectOfType<T>()` | `findObjectOfType(T, ctx)` |
108
- | `transform.position` | `this.gameObject.worldPosition` (world) / `this.gameObject.position` (local) |
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- | `transform.rotation` | `this.gameObject.worldQuaternion` (world) / `this.gameObject.quaternion` (local) |
110
- | `transform.localScale` | `this.gameObject.worldScale` (world) / `this.gameObject.scale` (local) |
111
- | `Resources.Load<T>()` | No direct equivalent — use `@serializable(AssetReference)` to assign refs in editor, then `.instantiate()` or `.asset` at runtime |
112
- | `StartCoroutine()` | `this.startCoroutine()` (in a component; unlike Unity, coroutines stop when the component is disabled) |
113
- | `Time.deltaTime` | `this.context.time.deltaTime` |
114
- | `Camera.main` | `this.context.mainCamera` (THREE.Camera) / `this.context.mainCameraComponent` (Needle Camera component) |
115
- | `Debug.Log()` | `console.log()` |
116
- | `OnCollisionEnter()` | `onCollisionEnter(col: Collision)` |
117
- | `OnTriggerEnter()` | `onTriggerEnter(col: Collision)` |
118
-
119
- ---
120
-
121
- ## Three.js → Needle Cheat Sheet
122
-
123
- | Three.js | Needle Engine |
124
- |---|---|
125
- | `new Mesh(geo, mat)` | Created in Unity/Blender, exported as GLB; access via `Renderer.sharedMesh` / `Renderer.sharedMaterials` |
126
- | `scene.add(obj)` | `this.gameObject.add(obj)` or `instantiate(prefab)` |
127
- | `scene.remove(obj)` | `obj.removeFromParent()` (re-parent) or `destroy(obj)` (permanent) |
128
- | `obj.position` | `obj.position` (local) / `obj.worldPosition` (world — Needle extension) |
129
- | `obj.quaternion` | `obj.quaternion` (local) / `obj.worldQuaternion` (world — Needle extension) |
130
- | `obj.scale` | `obj.scale` (local) / `obj.worldScale` (world — Needle extension) |
131
- | `obj.getWorldPosition(v)` | `obj.worldPosition` (getter, no temp vec needed) |
132
- | `obj.traverse(cb)` | `obj.traverse(cb)` (same — it's Three.js underneath) |
133
- | `obj.children` | `obj.children` (same) |
134
- | `obj.parent` | `obj.parent` (same) |
135
- | `raycaster.intersectObjects()` | `this.context.physics.raycast()` (auto BVH, faster) |
136
- | `renderer.setAnimationLoop(cb)` | `update() {}` in a component, or `onUpdate(cb)` hook |
137
- | `clock.getDelta()` | `this.context.time.deltaTime` |
138
- | `new GLTFLoader().load(url)` | `AssetReference.getOrCreate(base, url)` then `.instantiate()`, or `loadAsset(url)` |
139
-
140
- Needle Engine extends `Object3D` with component methods (`getComponent`, `addComponent`, `worldPosition`, `worldQuaternion`, `worldScale`, `worldForward`, `worldRight`, `worldUp`, `contains`, etc.). `this.gameObject` is the `Object3D` a component is attached to. The underlying Three.js API still works directly.
141
-
142
- ---
143
-
144
- ## Creating a New Project
145
-
146
- ```bash
147
- npm create needle my-app # Vite (default)
148
- npm create needle my-app -t react # React + Vite
149
- npm create needle my-app -t vue # Vue + Vite
150
- npm create needle my-app -t sveltekit # SvelteKit
151
- npm create needle my-app -t nextjs # Next.js
152
- npm create needle my-app -t react-three-fiber # R3F
153
- ```
154
-
155
- ---
156
-
157
- ## Vite Plugin System
158
-
159
- ```ts
160
- import { defineConfig } from "vite";
161
- import { needlePlugins } from "@needle-tools/engine/vite";
162
-
163
- export default defineConfig(async ({ command }) => ({
164
- plugins: [
165
- ...(await needlePlugins(command, {}, {})),
166
- ],
167
- }));
168
- ```
169
-
170
- ---
171
-
172
- ## Deployment
173
-
174
- - **Needle Cloud** — `npx needle-cloud deploy`
175
- - **Vercel / Netlify** — standard Vite web app
176
- - **itch.io** — for games
177
- - **Any static host / FTP** — `npm run build` (or `npm run build:production`) produces a standard dist folder
178
-
179
- From Unity, built-in deployment components (e.g. `DeployToNetlify`) require a PRO license. Needle Cloud deployment works with the free tier.
180
-
181
- ---
182
-
183
- ## Progressive Loading (`@needle-tools/gltf-progressive`)
184
-
185
- ```ts
186
- import { useNeedleProgressive } from "@needle-tools/gltf-progressive";
187
- useNeedleProgressive(gltfLoader, renderer);
188
- gltfLoader.load(url, (gltf) => scene.add(gltf.scene));
189
- ```
190
-
191
- In Needle Engine projects this is built in — configure via **Compression & LOD Settings** in Unity.
192
-
193
- ---
194
-
195
- ## Searching the Documentation
196
-
197
- Use the `needle_search` MCP tool to find relevant docs, forum posts, and community answers:
198
-
199
- ```
200
- needle_search("how to play animation clip from code")
201
- needle_search("SyncedTransform multiplayer")
202
- needle_search("deploy to Needle Cloud CI")
203
- ```
204
-
205
- Use this *before* guessing at API details — the docs are the source of truth.
206
-
207
- ---
208
-
209
- ## Common Gotchas
210
-
211
- - `@registerType` is required or the component won't be instantiated from GLB (Unity/Blender export adds this automatically, but hand-written components need it)
212
- - GLB assets go in `assets/`, static files (fonts, images) in `public/` (configurable via `needle.config.json`)
213
- - `useDefineForClassFields: false` must be set in `tsconfig.json` — otherwise decorators silently break field initialization
214
- - `@syncField()` only triggers on reassignment — mutating an array/object in place won't sync; do `this.arr = this.arr`
215
- - Physics callbacks (`onCollisionEnter` etc.) require a Needle `Collider` component on the GameObject
216
- - `removeComponent()` does NOT call `onDestroy` — use `destroy(obj)` for full cleanup
217
- - Prefer `instantiate()` and `destroy()` functions over `GameObject.instantiate()` / `GameObject.destroy()`
218
- - `loadAsset()` returns a model wrapper (not an Object3D) — use `.scene` to get the root Object3D
219
- - `AssetReference.getOrCreateFromUrl()` caches by URL — loading the same URL twice returns the same Object3D. Use `.instantiate()` or `loadAsset()` with `{ context }` for multiple copies
220
-
221
- ---
222
-
223
- ## References
224
-
225
- For detailed API usage, read these reference files:
226
-
227
- - [Full API Reference](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/api.md) — lifecycle, decorators, context API, animation, networking, XR, physics
228
- - [Framework Integration](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/integration.md) — React, Svelte, Vue, vanilla JS examples + SSR patterns
229
- - [Troubleshooting](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/troubleshooting.md) — common errors and fixes
230
- - [Component Template](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/templates/my-component.ts) — annotated starter component
231
-
232
- ## Important URLs
233
-
234
- - Docs: https://engine.needle.tools/docs/
235
- - Samples: https://engine.needle.tools/samples/
236
- - GitHub: https://github.com/needle-tools/needle-engine-support
237
- - npm: https://www.npmjs.com/package/@needle-tools/engine