@playcanvas/web-components 0.17.0 → 0.19.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +5 -3
- package/dist/app.d.cts +28 -3
- package/dist/app.d.ts +28 -3
- package/dist/asset.d.cts +13 -3
- package/dist/asset.d.ts +13 -3
- package/dist/components/anim-clip.d.cts +3 -1
- package/dist/components/anim-clip.d.ts +3 -1
- package/dist/components/anim-component.d.cts +5 -0
- package/dist/components/anim-component.d.ts +5 -0
- package/dist/components/audio-listener-component.d.cts +4 -0
- package/dist/components/audio-listener-component.d.ts +4 -0
- package/dist/components/button-component.d.cts +5 -0
- package/dist/components/button-component.d.ts +5 -0
- package/dist/components/camera-component.d.cts +35 -1
- package/dist/components/camera-component.d.ts +35 -1
- package/dist/components/collision-component.d.cts +4 -0
- package/dist/components/collision-component.d.ts +4 -0
- package/dist/components/element-component.d.cts +4 -0
- package/dist/components/element-component.d.ts +4 -0
- package/dist/components/gsplat-component.d.cts +4 -0
- package/dist/components/gsplat-component.d.ts +4 -0
- package/dist/components/joint-component.d.cts +12 -2
- package/dist/components/joint-component.d.ts +12 -2
- package/dist/components/layout-child-component.d.cts +4 -0
- package/dist/components/layout-child-component.d.ts +4 -0
- package/dist/components/layout-group-component.d.cts +4 -0
- package/dist/components/layout-group-component.d.ts +4 -0
- package/dist/components/light-component.d.cts +50 -1
- package/dist/components/light-component.d.ts +50 -1
- package/dist/components/particle-system-component.d.cts +4 -0
- package/dist/components/particle-system-component.d.ts +4 -0
- package/dist/components/render-component.d.cts +5 -0
- package/dist/components/render-component.d.ts +5 -0
- package/dist/components/rigid-body-component.d.cts +5 -0
- package/dist/components/rigid-body-component.d.ts +5 -0
- package/dist/components/screen-component.d.cts +4 -0
- package/dist/components/screen-component.d.ts +4 -0
- package/dist/components/script-component.d.cts +3 -0
- package/dist/components/script-component.d.ts +3 -0
- package/dist/components/script-instance.d.cts +4 -0
- package/dist/components/script-instance.d.ts +4 -0
- package/dist/components/scroll-view-component.d.cts +4 -0
- package/dist/components/scroll-view-component.d.ts +4 -0
- package/dist/components/scrollbar-component.d.cts +4 -0
- package/dist/components/scrollbar-component.d.ts +4 -0
- package/dist/components/sound-component.d.cts +4 -0
- package/dist/components/sound-component.d.ts +4 -0
- package/dist/components/sound-slot.d.cts +3 -0
- package/dist/components/sound-slot.d.ts +3 -0
- package/dist/custom-elements.json +338 -7
- package/dist/entity-base.d.cts +5 -4
- package/dist/entity-base.d.ts +5 -4
- package/dist/entity-owner.d.cts +2 -2
- package/dist/entity-owner.d.ts +2 -2
- package/dist/entity.d.cts +13 -2
- package/dist/entity.d.ts +13 -2
- package/dist/index.d.cts +4 -1
- package/dist/index.d.ts +4 -1
- package/dist/material.d.cts +18 -7
- package/dist/material.d.ts +18 -7
- package/dist/model.d.cts +11 -0
- package/dist/model.d.ts +11 -0
- package/dist/node.d.cts +12 -1
- package/dist/node.d.ts +12 -1
- package/dist/pwc.cjs +601 -206
- package/dist/pwc.cjs.map +1 -1
- package/dist/pwc.js +601 -206
- package/dist/pwc.js.map +1 -1
- package/dist/pwc.min.js +1 -1
- package/dist/pwc.min.js.map +1 -1
- package/dist/pwc.min.mjs +1 -1
- package/dist/pwc.min.mjs.map +1 -1
- package/dist/pwc.mjs +602 -207
- package/dist/pwc.mjs.map +1 -1
- package/dist/scene.d.cts +19 -0
- package/dist/scene.d.ts +19 -0
- package/dist/sky.d.cts +4 -0
- package/dist/sky.d.ts +4 -0
- package/dist/vscode.html-custom-data.json +257 -62
- package/dist/wasm.d.cts +4 -0
- package/dist/wasm.d.ts +4 -0
- package/dist/web-types.json +169 -69
- package/package.json +3 -3
- package/src/app.ts +150 -71
- package/src/asset.ts +13 -4
- package/src/components/anim-clip.ts +3 -1
- package/src/components/anim-component.ts +5 -0
- package/src/components/audio-listener-component.ts +4 -0
- package/src/components/button-component.ts +5 -0
- package/src/components/camera-component.ts +63 -6
- package/src/components/collision-component.ts +4 -0
- package/src/components/element-component.ts +4 -0
- package/src/components/gsplat-component.ts +4 -0
- package/src/components/joint-component.ts +12 -2
- package/src/components/layout-child-component.ts +4 -0
- package/src/components/layout-group-component.ts +4 -0
- package/src/components/light-component.ts +108 -17
- package/src/components/particle-system-component.ts +4 -0
- package/src/components/render-component.ts +5 -0
- package/src/components/rigid-body-component.ts +5 -0
- package/src/components/screen-component.ts +4 -0
- package/src/components/script-component.ts +3 -0
- package/src/components/script-instance.ts +4 -0
- package/src/components/scroll-view-component.ts +4 -0
- package/src/components/scrollbar-component.ts +4 -0
- package/src/components/sound-component.ts +4 -0
- package/src/components/sound-slot.ts +3 -0
- package/src/entity-base.ts +28 -16
- package/src/entity-owner.ts +2 -2
- package/src/entity.ts +16 -4
- package/src/index.ts +12 -1
- package/src/material.ts +19 -8
- package/src/model.ts +14 -2
- package/src/node.ts +15 -3
- package/src/scene.ts +35 -1
- package/src/sky.ts +4 -0
- package/src/wasm.ts +4 -0
package/dist/web-types.json
CHANGED
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@@ -1,15 +1,15 @@
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{
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"$schema": "https://raw.githubusercontent.com/JetBrains/web-types/master/schema/web-types.json",
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"name": "@playcanvas/web-components",
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"version": "0.
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"version": "0.19.0",
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"description-markup": "markdown",
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"contributions": {
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"html": {
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"elements": [
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{
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"name": "pc-app",
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"description": "The
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"doc-url": "",
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"description": "The `<pc-app>` element creates a PlayCanvas application and the canvas it renders\ninto, and is the root of every scene. It holds the `<pc-asset>`, `<pc-material>`, `<pc-wasm>` and\n`<pc-scene>` elements, and the page's CSS sizes it, as it would a `<video>`.\n\n---\n\n\n### **Events:**\n - **error** - Fired when the application cannot boot because no graphics device could be created (for example, a browser with WebGL disabled). `message` names the requested backends and `error` holds the underlying failure. The element never becomes ready and `app` stays `null` — listen for this event to show a fallback UI. Removing the element and re-inserting it retries the boot with its current attributes. Does not bubble.\n- **progress** - Fired while the application preloads its assets. `loaded` and `total` are asset counts, not bytes, and an asset that fails to load still counts as loaded. Fired at least once per boot, and the final event always has `loaded` equal to `total`. Does not bubble.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-app/",
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"attributes": [
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{
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"name": "alpha",
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},
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{
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"name": "pc-asset",
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"description": "The
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"doc-url": "",
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"description": "The `<pc-asset>` element declares an asset for the application to load — a model,\ntexture, font, sound, script or JSON file — under an `id` that other elements reference. Must be\na direct child of `<pc-app>`.\n\n---\n\n\n### **Events:**\n - **error** - Fired when the asset fails to load, with the engine's error in `message`. Does not bubble. The element still becomes ready — readiness means the load settled, not that it succeeded.\n- **load** - Fired each time the asset finishes loading, including a `lazy` asset loaded later and any subsequent reloads. Does not bubble — listen on this element, or use a capture-phase listener on an ancestor to observe every asset.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-asset/",
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"attributes": [
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{
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"name": "address-u",
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},
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{
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"name": "pc-entity",
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"description": "The
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"doc-url": "",
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"description": "The `<pc-entity>` element creates an entity: a named, transformable node of the\nscene hierarchy, and the host for component elements such as `<pc-camera>`, `<pc-light>` and\n`<pc-render>`. Place it in the `<pc-scene>`, or nest it under another `<pc-entity>`, a\n`<pc-model>` or a `<pc-node>` to parent it there.\n\n---\n\n\n### **Events:**\n - **click** - Fired when a primary pointer button is pressed and then released over the entity. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2.\n- **pointerdown** - Fired when a pointer button is pressed over the entity.\n- **pointerenter** - Fired when the pointer moves onto the entity.\n- **pointerleave** - Fired when the pointer moves off the entity.\n- **pointermove** - Fired when the pointer moves over the entity.\n- **pointerup** - Fired when a pointer button is released over the entity.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-entity/",
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"attributes": [
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"name": "enabled",
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"description": "The name of the entity.",
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"value": { "type": "string" }
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},
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{
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"name": "onclick",
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"description": "Script to run when the entity is clicked: a primary pointer button pressed and then released over it.",
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"value": { "type": "string" }
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},
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{
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"name": "onpointerdown",
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"description": "Script to run when a pointer button is pressed over the entity.",
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}
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],
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"events": [
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{
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"name": "click",
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"type": "PointerEvent",
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"description": "Fired when a primary pointer button is pressed and then released over the entity. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2."
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},
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"name": "pointerdown",
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"type": "PointerEvent",
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{ "name": "tags", "description": "Gets the tags of the entity." }
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],
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"events": [
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{
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"name": "click",
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"type": "PointerEvent",
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"description": "Fired when a primary pointer button is pressed and then released over the entity. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2."
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},
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"name": "pointerdown",
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"type": "PointerEvent",
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},
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{
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"name": "pc-material",
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"description": "The
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"description": "The `<pc-material>` element defines a physically based material, which\n`<pc-render>` elements apply by naming its `id`. It is metal/rough by default, with `metalness`\nstarting at 0. Must be a direct child of `<pc-app>`.\n\n---\n",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-material/",
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"attributes": [
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"name": "alpha-test",
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},
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{
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"name": "pc-model",
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"description": "The `<pc-model>` element instantiates a 3D model from a container asset\n(typically a GLB) beneath an entity of its own, so the element's transform and tags place the\ninstance in the scene. Its `<pc-node>` children override what the asset authored. Place it in the\n`<pc-scene>`, or nest it under a `<pc-entity>`, another `<pc-model>` or a `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **click** - Fired when a primary pointer button is pressed and then released over the model. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2.\n- **error** - Fired when the container asset fails to load, with the engine's error in `message`. Does not bubble. The element still becomes ready — readiness means the load settled, not that it succeeded.\n- **load** - Fired each time a container asset finishes instantiating, including re-instantiation after `asset` changes. Does not bubble — listen on this element, or use a capture-phase listener on an ancestor.\n- **pointerdown** - Fired when a pointer button is pressed over the model.\n- **pointerenter** - Fired when the pointer moves onto the model.\n- **pointerleave** - Fired when the pointer moves off the model.\n- **pointermove** - Fired when the pointer moves over the model.\n- **pointerup** - Fired when a pointer button is released over the model.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-model/",
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"description": "The name of the model.",
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"name": "onclick",
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"description": "Script to run when the model is clicked: a primary pointer button pressed and then released over it.",
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}
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"type": "PointerEvent",
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"description": "Fired when a primary pointer button is pressed and then released over the model. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2."
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{ "name": "tags", "description": "Gets the tags of the entity." }
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"description": "Fired when a primary pointer button is pressed and then released over the model. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2."
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"name": "pc-node",
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"description": "The `<pc-node>` element binds to a node inside the hierarchy a `<pc-model>`\ninstantiated and declares overrides against it: a transform, an enabled state, tags, components\nto add, or content to attach. Its `name` is a lookup, never a rename. Must be a descendant of\n`<pc-model>`.\n\n---\n\n\n### **Events:**\n - **click** - Fired when a primary pointer button is pressed and then released over the node. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2.\n- **pointerdown** - Fired when a pointer button is pressed over the node.\n- **pointerenter** - Fired when the pointer moves onto the node.\n- **pointerleave** - Fired when the pointer moves off the node.\n- **pointermove** - Fired when the pointer moves over the node.\n- **pointerup** - Fired when a pointer button is released over the node.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-node/",
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"description": "The name of the node to bind, resolved within the nearest ancestor `pc-model` (or `pc-node`) once it has instantiated.",
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"name": "onclick",
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"description": "Script to run when the node is clicked: a primary pointer button pressed and then released over it.",
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"description": "Fired when a primary pointer button is pressed and then released over the node. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2."
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"description": "Fired when a primary pointer button is pressed and then released over the node. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2."
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"description": "The `<pc-scene>` element holds the entity hierarchy the application renders,\nalong with the scene-wide fog, exposure and gravity settings. Must be a direct child of\n`<pc-app>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scene/",
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"name": "exposure",
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"description": "The exposure of the scene.",
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"value": { "type": "number", "default": "1" }
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"description": "The nearest ancestor element that fronts an entity — `<pc-entity>`, `<pc-model>` or\n`<pc-node>` — or `null` if this element has no such ancestor. The search starts at the\nparent, so an element never resolves to itself.",
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{
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"name": "exposure",
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"description": "Gets the exposure of the scene."
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},
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"name": "pc-sky",
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"description": "The
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"doc-url": "",
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"description": "The `<pc-sky>` element renders a skybox from a texture asset, projected as an\ninfinite background, a box or a dome, and optionally lights the scene from it. Must be a direct\nchild of `<pc-scene>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sky/",
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{
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"name": "pc-wasm",
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"description": "The
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"description": "The `<pc-wasm>` element loads a WebAssembly module the engine needs before the\napplication starts — `Ammo` for physics, `Basis` or `DracoDecoderModule` for compressed assets.\nMust be a direct child of `<pc-app>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-wasm/",
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"name": "pc-anim-clip",
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"description": "The
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"doc-url": "",
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"description": "The `<pc-anim-clip>` element declares one named animation clip on its parent\n`<pc-anim>`, taken from the `asset` it names or, without one, from the enclosing `<pc-model>`'s\nown animations. Must be a direct child of `<pc-anim>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim-clip/",
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{
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"name": "pc-anim",
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"description": "The
|
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"doc-url": "",
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"description": "The `<pc-anim>` element plays animation clips over its entity's hierarchy, taken\nfrom `<pc-anim-clip>` children or from the enclosing `<pc-model>`'s own animations. The first\nclip plays automatically, and the `clip` attribute switches between them. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim/",
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"attributes": [
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{
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"name": "pc-audio-listener",
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"description": "The
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"doc-url": "",
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"description": "The `<pc-audio-listener>` element makes its entity the point from which\npositional sounds are heard, typically the entity holding the `<pc-camera>`. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-audio-listener/",
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"attributes": [
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{
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"name": "pc-button",
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"description": "The
|
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"doc-url": "",
|
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+
"description": "The `<pc-button>` element makes its entity respond to pointer input, tinting or\nswapping its image as the pointer hovers, presses and releases it. The entity also needs a\n`<pc-element>` with `use-input` set. Must be a child of a `<pc-entity>`, `<pc-model>` or\n`<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-button/",
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"name": "active",
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|
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{
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"name": "pc-camera",
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"description": "The
|
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"doc-url": "",
|
|
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|
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"description": "The `<pc-camera>` element renders the scene from its entity's transform, with\nattributes for the projection, field of view, clip planes, clear color and tonemapping. Must be a\nchild of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-camera/",
|
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|
"attributes": [
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"name": "clear-color",
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|
@@ -2347,6 +2401,11 @@
|
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"description": "The clear color buffer of the camera.",
|
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|
"value": { "type": "boolean", "default": "true" }
|
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|
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|
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{
|
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|
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"name": "clear-depth",
|
|
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|
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"description": "The depth value the depth buffer is cleared to.",
|
|
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|
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"value": { "type": "number", "default": "1" }
|
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|
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},
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|
{
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|
"name": "clear-depth-buffer",
|
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"description": "The clear depth buffer of the camera.",
|
|
@@ -2355,7 +2414,7 @@
|
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{
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"name": "clear-stencil-buffer",
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"description": "The clear stencil buffer of the camera.",
|
|
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|
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"value": { "type": "boolean", "default": "
|
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|
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"value": { "type": "boolean", "default": "true" }
|
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{
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"name": "cull-faces",
|
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|
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],
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"js": {
|
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|
"properties": [
|
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|
+
{
|
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|
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"name": "arAvailable",
|
|
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|
+
"description": "Whether immersive AR is available. Independent of vrAvailable: a device can offer\neither mode without the other.",
|
|
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|
+
"type": "boolean"
|
|
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|
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},
|
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|
{
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"name": "clearColor",
|
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|
"description": "Gets the clear color of the camera.",
|
|
@@ -2458,6 +2522,11 @@
|
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|
"description": "Gets the clear color buffer of the camera.",
|
|
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|
"type": "boolean"
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|
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|
|
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|
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{
|
|
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|
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"name": "clearDepth",
|
|
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|
+
"description": "Gets the depth value the depth buffer is cleared to.",
|
|
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|
+
"type": "number"
|
|
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|
+
},
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|
{
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"name": "clearDepthBuffer",
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|
"description": "Gets the clear depth buffer of the camera.",
|
|
@@ -2555,7 +2624,11 @@
|
|
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|
"description": "Gets the tone mapping of the camera.",
|
|
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|
"type": "'none' | 'linear' | 'filmic' | 'hejl' | 'aces' | 'aces2' | 'neutral'"
|
|
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|
},
|
|
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|
-
{
|
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|
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{
|
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|
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"name": "vrAvailable",
|
|
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|
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"description": "Whether immersive VR is available. Independent of arAvailable: a device can offer\neither mode without the other.",
|
|
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|
+
"type": "boolean"
|
|
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|
+
}
|
|
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|
],
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|
"events": [
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|
{
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|
@@ -2568,8 +2641,8 @@
|
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|
{
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|
"name": "pc-collision",
|
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|
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"description": "The
|
|
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|
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"doc-url": "",
|
|
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|
+
"description": "The `<pc-collision>` element gives its entity a collision shape — a box, sphere,\ncapsule, cone, cylinder or mesh — for the physics simulation to collide against. Pair it with a\n`<pc-rigid-body>`. Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
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|
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-collision/",
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|
"attributes": [
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{
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|
"name": "angular-offset",
|
|
@@ -2657,8 +2730,8 @@
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},
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|
{
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"name": "pc-element",
|
|
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|
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"description": "The
|
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|
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"doc-url": "",
|
|
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|
+
"description": "The `<pc-element>` element gives its entity a 2D UI rectangle inside a\n`<pc-screen>` hierarchy, drawing an image, a line of text or nothing (`type=\"image\"`, `\"text\"` or\n`\"group\"`). Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
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|
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-element/",
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|
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|
"attributes": [
|
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{
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"name": "anchor",
|
|
@@ -2944,8 +3017,8 @@
|
|
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|
},
|
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|
{
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|
"name": "pc-gsplat",
|
|
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|
-
"description": "The
|
|
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|
-
"doc-url": "",
|
|
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|
+
"description": "The `<pc-gsplat>` element renders the 3D Gaussian splats of a `gsplat` asset at\nits entity, with attributes for shadow casting and level of detail. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
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|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-gsplat/",
|
|
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|
"attributes": [
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|
{
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|
"name": "asset",
|
|
@@ -3047,8 +3120,8 @@
|
|
|
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|
},
|
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{
|
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|
"name": "pc-joint",
|
|
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|
-
"description": "The
|
|
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|
-
"doc-url": "",
|
|
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|
+
"description": "The `<pc-joint>` element constrains two rigid bodies to each other — a hinged\ndoor, a swinging chain, a sliding drawer. Its entity's transform is the joint frame, and\n`entity-a` and `entity-b` name the bodies. Must be a child of a `<pc-entity>`, `<pc-model>` or\n`<pc-node>`.\n\n---\n\n\n### **Events:**\n - **break** - Fired when the impulse on the joint exceeds `break-impulse` and the constraint breaks. A broken joint no longer constrains its bodies; calling `refreshFrames()` on the underlying component re-attaches it. Bubbles and is composed. Engine component: `JointComponent` (`joint`).\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
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|
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"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-joint/",
|
|
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|
"attributes": [
|
|
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|
{
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|
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|
"name": "angular-damping",
|
|
@@ -3394,8 +3467,8 @@
|
|
|
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|
},
|
|
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|
{
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|
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|
"name": "pc-layout-child",
|
|
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|
-
"description": "The
|
|
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|
-
"doc-url": "",
|
|
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|
+
"description": "The `<pc-layout-child>` element controls how its entity is sized by the\n`<pc-layout-group>` above it, through minimum and maximum sizes and fit proportions. Must be a\nchild of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
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|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-child/",
|
|
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|
"attributes": [
|
|
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|
{
|
|
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|
"name": "enabled",
|
|
@@ -3506,8 +3579,8 @@
|
|
|
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|
},
|
|
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|
{
|
|
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|
"name": "pc-layout-group",
|
|
3509
|
-
"description": "The
|
|
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|
-
"doc-url": "",
|
|
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|
+
"description": "The `<pc-layout-group>` element arranges its entity's children in a row or\ncolumn, with spacing, padding, alignment and fitting. Must be a child of a `<pc-entity>`,\n`<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
3583
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-group/",
|
|
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|
"attributes": [
|
|
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|
{
|
|
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3586
|
"name": "alignment",
|
|
@@ -3645,9 +3718,19 @@
|
|
|
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3718
|
},
|
|
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3719
|
{
|
|
3647
3720
|
"name": "pc-light",
|
|
3648
|
-
"description": "The
|
|
3649
|
-
"doc-url": "",
|
|
3721
|
+
"description": "The `<pc-light>` element lights the scene from its entity — as a directional,\nomni or spot light — with attributes for color, intensity, range and shadows. Must be a child of\na `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
3722
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-light/",
|
|
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3723
|
"attributes": [
|
|
3724
|
+
{
|
|
3725
|
+
"name": "cascade-blend",
|
|
3726
|
+
"description": "The cascade blend factor of the light, from 0 (no blending) to 1, which applies only to `directional` lights with `num-cascades` greater than 1.",
|
|
3727
|
+
"value": { "type": "number", "default": "0" }
|
|
3728
|
+
},
|
|
3729
|
+
{
|
|
3730
|
+
"name": "cascade-distribution",
|
|
3731
|
+
"description": "The cascade distribution of the light, from 0 (linear split) to 1 (logarithmic split, concentrating shadow resolution near the camera), which applies only to `directional` lights with `num-cascades` greater than 1.",
|
|
3732
|
+
"value": { "type": "number", "default": "0.5" }
|
|
3733
|
+
},
|
|
3651
3734
|
{
|
|
3652
3735
|
"name": "cast-shadows",
|
|
3653
3736
|
"description": "The cast shadows flag of the light.",
|
|
@@ -3676,7 +3759,12 @@
|
|
|
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|
{
|
|
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3760
|
"name": "normal-offset-bias",
|
|
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3761
|
"description": "The normal offset bias of the light.",
|
|
3679
|
-
"value": { "type": "number", "default": "0
|
|
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|
+
"value": { "type": "number", "default": "0" }
|
|
3763
|
+
},
|
|
3764
|
+
{
|
|
3765
|
+
"name": "num-cascades",
|
|
3766
|
+
"description": "The number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which applies only to `directional` lights.",
|
|
3767
|
+
"value": { "type": "number", "default": "1" }
|
|
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3768
|
},
|
|
3681
3769
|
{
|
|
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3770
|
"name": "outer-cone-angle",
|
|
@@ -3701,7 +3789,7 @@
|
|
|
3701
3789
|
{
|
|
3702
3790
|
"name": "shadow-bias",
|
|
3703
3791
|
"description": "The shadow bias of the light.",
|
|
3704
|
-
"value": { "type": "number", "default": "0.
|
|
3792
|
+
"value": { "type": "number", "default": "0.05" }
|
|
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3793
|
},
|
|
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3794
|
{
|
|
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3795
|
"name": "shadow-blocker-samples",
|
|
@@ -3711,7 +3799,7 @@
|
|
|
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3799
|
{
|
|
3712
3800
|
"name": "shadow-distance",
|
|
3713
3801
|
"description": "The shadow distance of the light.",
|
|
3714
|
-
"value": { "type": "number", "default": "
|
|
3802
|
+
"value": { "type": "number", "default": "40" }
|
|
3715
3803
|
},
|
|
3716
3804
|
{
|
|
3717
3805
|
"name": "shadow-intensity",
|
|
@@ -3747,7 +3835,7 @@
|
|
|
3747
3835
|
{
|
|
3748
3836
|
"name": "vsm-bias",
|
|
3749
3837
|
"description": "The VSM bias of the light.",
|
|
3750
|
-
"value": { "type": "number", "default": "0.
|
|
3838
|
+
"value": { "type": "number", "default": "0.0025" }
|
|
3751
3839
|
},
|
|
3752
3840
|
{
|
|
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3841
|
"name": "vsm-blur-size",
|
|
@@ -3764,6 +3852,14 @@
|
|
|
3764
3852
|
],
|
|
3765
3853
|
"js": {
|
|
3766
3854
|
"properties": [
|
|
3855
|
+
{
|
|
3856
|
+
"name": "cascadeBlend",
|
|
3857
|
+
"description": "Gets the cascade blend factor of the light, from 0 (no blending) to 1, which applies only to\n`directional` lights with `num-cascades` greater than 1."
|
|
3858
|
+
},
|
|
3859
|
+
{
|
|
3860
|
+
"name": "cascadeDistribution",
|
|
3861
|
+
"description": "Gets the cascade distribution of the light, from 0 (linear split) to 1 (logarithmic split,\nconcentrating shadow resolution near the camera), which applies only to `directional` lights\nwith `num-cascades` greater than 1."
|
|
3862
|
+
},
|
|
3767
3863
|
{
|
|
3768
3864
|
"name": "castShadows",
|
|
3769
3865
|
"description": "Gets the cast shadows flag of the light."
|
|
@@ -3803,6 +3899,10 @@
|
|
|
3803
3899
|
"name": "normalOffsetBias",
|
|
3804
3900
|
"description": "Gets the normal offset bias of the light."
|
|
3805
3901
|
},
|
|
3902
|
+
{
|
|
3903
|
+
"name": "numCascades",
|
|
3904
|
+
"description": "Gets the number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which\napplies only to `directional` lights."
|
|
3905
|
+
},
|
|
3806
3906
|
{
|
|
3807
3907
|
"name": "outerConeAngle",
|
|
3808
3908
|
"description": "Gets the outer cone angle of the light."
|
|
@@ -3868,8 +3968,8 @@
|
|
|
3868
3968
|
},
|
|
3869
3969
|
{
|
|
3870
3970
|
"name": "pc-particle-system",
|
|
3871
|
-
"description": "The
|
|
3872
|
-
"doc-url": "",
|
|
3971
|
+
"description": "The `<pc-particle-system>` element emits particles from its entity, with\nattributes for the emitter's shape, rate, lifetime, textures and blending. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
3972
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-particle-system/",
|
|
3873
3973
|
"attributes": [
|
|
3874
3974
|
{
|
|
3875
3975
|
"name": "asset",
|
|
@@ -3927,8 +4027,8 @@
|
|
|
3927
4027
|
},
|
|
3928
4028
|
{
|
|
3929
4029
|
"name": "pc-render",
|
|
3930
|
-
"description": "The
|
|
3931
|
-
"doc-url": "",
|
|
4030
|
+
"description": "The `<pc-render>` element renders one of the engine's built-in primitives at its\nentity — box, sphere, capsule, cone, cylinder or plane — shaded by the `<pc-material>` its\n`material` attribute names. For glTF content, use `<pc-model>` instead. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4031
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-render/",
|
|
3932
4032
|
"attributes": [
|
|
3933
4033
|
{
|
|
3934
4034
|
"name": "cast-shadows",
|
|
@@ -4018,8 +4118,8 @@
|
|
|
4018
4118
|
},
|
|
4019
4119
|
{
|
|
4020
4120
|
"name": "pc-rigid-body",
|
|
4021
|
-
"description": "The
|
|
4022
|
-
"doc-url": "",
|
|
4121
|
+
"description": "The `<pc-rigid-body>` element hands its entity to the physics simulation, with\nattributes for its type, mass, friction and restitution. It needs a sibling `<pc-collision>` for\nits shape, and `Ammo` loaded through `<pc-wasm>`. Must be a child of a `<pc-entity>`,\n`<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4122
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-rigid-body/",
|
|
4023
4123
|
"attributes": [
|
|
4024
4124
|
{
|
|
4025
4125
|
"name": "angular-damping",
|
|
@@ -4114,8 +4214,8 @@
|
|
|
4114
4214
|
},
|
|
4115
4215
|
{
|
|
4116
4216
|
"name": "pc-screen",
|
|
4117
|
-
"description": "The
|
|
4118
|
-
"doc-url": "",
|
|
4217
|
+
"description": "The `<pc-screen>` element gives its entity a 2D space — in screen space or in the\nworld — that a hierarchy of `<pc-element>` descendants lays out inside. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4218
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-screen/",
|
|
4119
4219
|
"attributes": [
|
|
4120
4220
|
{
|
|
4121
4221
|
"name": "enabled",
|
|
@@ -4203,8 +4303,8 @@
|
|
|
4203
4303
|
},
|
|
4204
4304
|
{
|
|
4205
4305
|
"name": "pc-script",
|
|
4206
|
-
"description": "The
|
|
4207
|
-
"doc-url": "",
|
|
4306
|
+
"description": "The `<pc-script>` element holds the `<pc-script-instance>` children that attach\nscripts to its entity. Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4307
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-script/",
|
|
4208
4308
|
"attributes": [
|
|
4209
4309
|
{
|
|
4210
4310
|
"name": "enabled",
|
|
@@ -4252,8 +4352,8 @@
|
|
|
4252
4352
|
},
|
|
4253
4353
|
{
|
|
4254
4354
|
"name": "pc-script-instance",
|
|
4255
|
-
"description": "The
|
|
4256
|
-
"doc-url": "",
|
|
4355
|
+
"description": "The `<pc-script-instance>` element attaches one script class, named by `name`, to\nthe entity of its parent `<pc-script>`. Its other attributes set script attributes of the same\nname, and `attributes` takes a JSON object instead. Must be a direct child of `<pc-script>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.\n- **scriptattributeschange** - Fired when the script's attributes change. The `detail` carries the new `attributes` object. Bubbles.\n- **scriptenablechange** - Fired when the script's enabled state changes. The `detail` carries the new `enabled` state. Bubbles.\n- **scriptnamechange** - Fired when the script is renamed on a live element. The `detail` carries `oldName` and `newName`. Bubbles.",
|
|
4356
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-script-instance/",
|
|
4257
4357
|
"attributes": [
|
|
4258
4358
|
{
|
|
4259
4359
|
"name": "attributes",
|
|
@@ -4347,8 +4447,8 @@
|
|
|
4347
4447
|
},
|
|
4348
4448
|
{
|
|
4349
4449
|
"name": "pc-scroll-view",
|
|
4350
|
-
"description": "The
|
|
4351
|
-
"doc-url": "",
|
|
4450
|
+
"description": "The `<pc-scroll-view>` element scrolls a larger content entity within a clipped\nviewport at its entity, optionally driven by the `<pc-scrollbar>` elements it references. Must be\na child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4451
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scroll-view/",
|
|
4352
4452
|
"attributes": [
|
|
4353
4453
|
{
|
|
4354
4454
|
"name": "bounce-amount",
|
|
@@ -4519,8 +4619,8 @@
|
|
|
4519
4619
|
},
|
|
4520
4620
|
{
|
|
4521
4621
|
"name": "pc-scrollbar",
|
|
4522
|
-
"description": "The
|
|
4523
|
-
"doc-url": "",
|
|
4622
|
+
"description": "The `<pc-scrollbar>` element gives its entity a draggable handle reporting a\nposition from 0 to 1, which a `<pc-scroll-view>` references to scroll its content. Must be a\nchild of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4623
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scrollbar/",
|
|
4524
4624
|
"attributes": [
|
|
4525
4625
|
{
|
|
4526
4626
|
"name": "enabled",
|
|
@@ -4607,8 +4707,8 @@
|
|
|
4607
4707
|
},
|
|
4608
4708
|
{
|
|
4609
4709
|
"name": "pc-sound",
|
|
4610
|
-
"description": "The
|
|
4611
|
-
"doc-url": "",
|
|
4710
|
+
"description": "The `<pc-sound>` element holds the `<pc-sound-slot>` children that play sounds at\nits entity, along with the positional audio settings they share. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4711
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound/",
|
|
4612
4712
|
"attributes": [
|
|
4613
4713
|
{
|
|
4614
4714
|
"name": "distance-model",
|
|
@@ -4723,8 +4823,8 @@
|
|
|
4723
4823
|
},
|
|
4724
4824
|
{
|
|
4725
4825
|
"name": "pc-sound-slot",
|
|
4726
|
-
"description": "The
|
|
4727
|
-
"doc-url": "",
|
|
4826
|
+
"description": "The `<pc-sound-slot>` element declares one named sound on its parent `<pc-sound>`\n— its asset, volume, pitch, looping and autoplay. Must be a direct child of `<pc-sound>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
4827
|
+
"doc-url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound-slot/",
|
|
4728
4828
|
"attributes": [
|
|
4729
4829
|
{
|
|
4730
4830
|
"name": "asset",
|