create-playcanvas 0.8.0 → 0.9.0
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/dist/index.mjs +35 -33
- package/package.json +4 -4
- package/skills/add-effects/SKILL.md +21 -72
- package/skills/apply-conventions/SKILL.md +33 -59
- package/skills/assemble-scene/SKILL.md +18 -43
- package/skills/assemble-scene/references/direct-engine.md +2 -2
- package/skills/assemble-scene/references/react.md +3 -3
- package/skills/assemble-scene/references/web-components.md +2 -2
- package/skills/bake-lighting/SKILL.md +25 -50
- package/skills/build-app/SKILL.md +29 -28
- package/skills/build-app/references/web-components.md +3 -3
- package/skills/calibrate-model/SKILL.md +18 -48
- package/skills/calibrate-model/references/web-components.md +3 -3
- package/skills/configure-animation/SKILL.md +21 -37
- package/skills/configure-animation/references/direct-engine.md +2 -2
- package/skills/configure-animation/references/react.md +3 -3
- package/skills/find-examples/SKILL.md +24 -60
- package/skills/inspect-glb/SKILL.md +21 -62
- package/skills/light-scene/SKILL.md +29 -82
- package/skills/load-assets/SKILL.md +52 -0
- package/skills/override-shader-chunks/SKILL.md +21 -55
- package/skills/reduce-draw-calls/SKILL.md +24 -48
- package/skills/reuse-scripts/SKILL.md +23 -42
- package/skills/reuse-scripts/references/direct-engine.md +8 -28
- package/skills/reuse-scripts/references/react.md +2 -12
- package/skills/reuse-scripts/references/web-components.md +2 -15
- package/skills/verify-pixels/SKILL.md +30 -44
- package/templates/engine/base/package.json +3 -3
- package/templates/react/ar-placement/src/App.tsx +29 -21
- package/templates/react/base/package.json +8 -8
- package/templates/react/sprite-game/src/App.tsx +21 -13
- package/templates/web-components/base/package.json +4 -4
- package/templates/web-components/interactive-sphere/index.html +1 -1
- package/templates/web-components/splat-viewer/index.html +1 -1
- package/skills/build-hud/SKILL.md +0 -38
- package/skills/manage-game-state/SKILL.md +0 -48
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---
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name: inspect-glb
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description: Use before loading, placing, scaling, or animating GLB
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description: Use before loading, placing, scaling, or animating GLB models in PlayCanvas to measure bounds, grounding, clips, joints, and hierarchy with the bundled offline inspector.
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---
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# Inspect GLBs
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Resolve `scripts/inspect.mjs` relative to this skill
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Resolve `scripts/inspect.mjs` relative to this skill and run it before choosing transforms or
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animation names. Shortlist files; do not dump a whole asset pack into context.
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```sh
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node <skill-directory>/scripts/inspect.mjs public/models
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node <skill-directory>/scripts/inspect.mjs public/models/{Ship,Enemy}_*.glb
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node <skill-directory>/scripts/inspect.mjs public/models/*.glb
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```
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## Read the output
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- `dims`
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- `
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- `dims`, `center`, and `groundOffset` give the uniform scale input, the pivot offset, and the Y
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seat. Non-zero `center.x` or `center.z` means the model does not sit on its root.
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- `boundsSource`: trust bounds for placement only when it is `vertices`. `accessor-minmax` can
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over-estimate rotated nodes by up to 41 percent; `incomplete` or `null` means do not calibrate.
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`boundsNotes` gives the cause.
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- `boundsPose`: `static` and `default-morph` are the authored pose; `bind` is the skinned rest pose.
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- `requiresRuntimeCheck` flags morphs, skins, or partial decoding; confirm extents in the app.
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- `nodePaths`, `clips`, `joints`, and `animationTargets` feed `configure-animation`.
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Bounds cannot prove facing. Confirm it in the running app and record the yaw with
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`calibrate-model`. Runtime `meshInstance.aabb` expands conservatively for morphs, so place static
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models from inspected bounds.
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weights, and each node's world matrix. Confirm both source and pose before relying on them:
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## Compressed files
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rotated off-axis, by up to 41 percent for a 45-degree yaw. `boundsNotes` gives the cause.
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- `incomplete` means some visible default-pose geometry could not be measured; do not calibrate from
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the reported bounds.
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- `null` means no usable bounds could be recovered.
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`static` and `default-morph` bounds describe visible geometry at its authored default pose. `bind`
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describes skinned vertices before animation. When `requiresRuntimeCheck` is true, confirm grounding
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and maximum animated extent in the running application even if `boundsSource` is `vertices`.
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Carry `boundsSource`, `aabb`, `dims`, `center`, and `groundOffset` into the asset tuning record.
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`groundOffset` seats the base in Y; `center.x` and `center.z` are the horizontal pivot offset that
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`calibrate-model` must compensate, so a placed root sits where the mesh appears, not where the
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authored pivot happens to be. Running the inspector alone is not placement evidence. Its global AABB supports plane grounding and
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broad-phase spacing, but cannot locate a non-planar support surface or attachment point. Use an
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authored mount point or confirm the support in the running application before placing another model.
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## Extract from compressed containers
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The bundled inspector decodes plain, interleaved, quantized, and sparse vertex buffers. For Draco,
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Meshopt, or external buffers, `boundsNotes` names the cause. Parse and rewrite a scratch copy with
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glTF Transform's lossless `copy` command, then inspect that copy rather than shipping it:
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The inspector decodes plain, interleaved, quantized, and sparse buffers. For Draco, Meshopt, or
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external buffers, inspect a lossless scratch copy; do not use `optimize`, which applies extra
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transforms:
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```sh
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npx --yes @gltf-transform/cli@4.4.2 copy in.glb scratch.glb
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node <skill-directory>/scripts/inspect.mjs scratch.glb
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```
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Meshopt compression. Existing lossy compression may already have quantized the source. Do not
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substitute `optimize`: it enables additional transforms unless each one is understood and disabled.
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The Engine has no `EXT_meshopt_compression` support, so a meshopt asset will not render as shipped.
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If it must appear in the scene, transcode it to an uncompressed GLB the same way — subject to the
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project's rules on modifying assets — so it both loads and measures.
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These geometry-fit bounds can intentionally disagree with the Engine's runtime culling AABB.
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`MeshInstance.aabb` transforms the declared local box and expands it conservatively for morph
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targets, so it can be larger than visible geometry. Place static models from exact inspected bounds;
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confirm morph and skin extremes at runtime. A skinned mesh node's own transform is ignored here
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because glTF requires it; the Engine resolves to the same result.
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Shortlist files first; do not dump an entire asset pack into context. Bounds cannot prove facing.
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glTF convention is +Z forward while PlayCanvas entities face -Z, and asset packs vary. Confirm each
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directional model once in the running app as the `apply-conventions` skill describes, and store its
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yaw correction with its scale and grounding.
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Use `npx @gltf-transform/cli inspect` only when vertex or texture statistics justify extra tooling.
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The Engine cannot load `EXT_meshopt_compression`; see `load-assets` before shipping such files.
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---
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name: light-scene
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description: Use when
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description: Use when lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
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#
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# Light and render a scene
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than from memory.
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Engine defaults give a flat, dark image; change them deliberately. Tune against inspected
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screenshots, one class of value at a time.
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`reuse-scripts` skill and adapt the closest official example with `find-examples`:
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## Defaults to change
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- `scene.ambientLight` is black, so unlit sides render pure black. Light ambient and reflections
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from an environment atlas or skybox, or set an ambient colour.
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- Cameras default to `TONEMAP_LINEAR`. Choose `TONEMAP_NEUTRAL`, `TONEMAP_ACES2`, or
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`TONEMAP_FILMIC` (on `cameraFrame.rendering.toneMapping` when using `CameraFrame`), set exposure,
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then balance light intensities to it.
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- Shadows are off. Enable `castShadows` on the key light. Directional `shadowDistance` is 40 m, so
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use cascades for large scenes, and `SHADOWUPDATE_THISFRAME` for static shadows. Size resolution to
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the framed subject.
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- Lights shine along local -Y (`apply-conventions`).
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`find-examples`. Use `graphics/water.example.mjs` as the initial composition recipe: it already
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joins the production `Water` script, sky, sun, `CameraFrame`, water layer, scene depth, and
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reflection pipeline. Get that complete frame rendering before replacing its assets or tuning its
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look. A custom normal-mapped material, tessellated plane, or reflection-coloured mesh is not the
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baseline and does not substitute for `Water` when the brief asks for reflective water.
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## Use what ships
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- `CameraFrame` handles tone mapping, bloom, SSAO, DOF, vignette, and grading. Call `update()` after
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changes and destroy it with the app. Keep bloom intensity within the documented 0 to 0.1.
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- `scene.sky.type` (`SKYTYPE_DOME`, `SKYTYPE_BOX`, `SKYTYPE_INFINITE`) grounds an environment sky.
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- The `ProceduralSky` script owns a linked sun light: set the light's base intensity, then tune
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elevation and azimuth on the sky, not the light.
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- The `ShadowCatcher` script grounds subjects that have no lit floor.
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- Clustered lighting is on by default, so many point and spot lights are cheap.
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- Bake static lights with `bake-lighting`; stylize shading with `override-shader-chunks`.
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the example's required render component, camera reference, water layer, depth map, and textures;
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- construct `CameraFrame` from `playcanvas` for the gameplay camera, set a deliberate tone map and
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restrained grade, call `update()`, and destroy it with the application.
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Find each integration's example with `find-examples`.
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shader, texture, or framebuffer error.
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## Warning signs
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`CameraFrame`, and the sky/IBL bake as mandatory. The sanctioned alternative is baked static
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lighting via the `bake-lighting` skill plus custom material shading via the `override-shader-chunks`
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skill. Either way, dynamic objects and their attachments must sample or approximate the baked
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occlusion so they dim to the same levels as the baked surfaces, grounded with contact shadows. Fall
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back to the runtime pipeline above as the default path when neither trigger holds.
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## Light and expose
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- Establish one dominant key light with a clear direction and warm or cool intent, then add soft
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fill or ambient so shadows are not crushed to black. A single flat ambient with no key reads as an
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asset gallery.
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- Choose a physically based tone mapping and a deliberate exposure, then balance light intensities to
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that exposure, not the reverse.
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- Drive ambient and reflections from the sky or an environment map, not a constant colour, so
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materials pick up their surroundings.
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- Tune the HDR stack in isolation before styling it. Begin with neutral tone mapping, scene exposure
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`1`, procedural-sky luminance near its official-example value, bloom off, grading neutral, fog off,
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and reflection/specular strengths at their defaults. Capture a screenshot, then change one class of
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value at a time. Do not simultaneously raise key intensity, sky luminance, exposure, reflection,
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saturation, fog brightness, and bloom.
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- Treat linked procedural skies as the owner of the sun light's direction, colour, and intensity.
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Set the light's base intensity before assigning it to the sky and tune the sky elevation/azimuth;
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do not also hand-author the light transform or colour as though they remained independent.
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- Preserve the source assets' albedo colours. If diffuse texture colours collapse toward white or a
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single warm tint, reduce the HDR stack before compensating with darker material colours.
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## Shadow and ground
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- Enable shadows on the key light and size the shadow area and resolution to the framed subject, not
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the whole world. Soften the penumbra rather than only raising resolution.
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- Ground subjects with a contact or catcher shadow when the surface beneath them is not itself lit.
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## Grade with restraint
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- Bloom, fog, vignette, and colour grade unify a frame; overdone bloom and heavy fog destroy
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silhouette and depth. Start subtle and increase only against the screenshot. `CameraFrame` bloom
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intensity is documented for the `0` to `0.1` range; stay inside it.
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- Match fog colour and density to the sky so the horizon stays coherent.
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- Preserve surface detail through the brightest reflection path. If glare clips a large part of the
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frame to white or a reflection becomes an opaque black blob, rebalance exposure, light intensity,
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reflection strength, and shadow bias before adding more post-processing.
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- Compare both the brightest surface and the shadow-facing side of the hero subject in the same
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screenshot. Reject the grade if either broad highlight clipping or crushed-black silhouette hides
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texture detail. A mechanically valid frame is not visually complete while either failure remains.
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## Prove the look
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Tune against pixels, not numbers. Capture the intended framing with an image-returning browser
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screenshot tool and inspect the returned image, as `apply-conventions` and the local agent guide
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require; a saved filepath is not evidence. Confirm the subject is exposed and readable, shadows are
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present but not crushed, and the grade is restrained, from the real gameplay camera at the target
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resolution. Confirm the post-process camera keeps rendering as it orbits and pitches.
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Choose the authoring surface with the `build-app` skill and set lights, camera, and scene settings
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through its own primitives before reaching into the Engine.
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- Albedo washing toward white: reduce exposure, sky, and light intensity before darkening
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materials.
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- Large areas clipped white or crushed black: rebalance exposure and lights before adding post.
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- A fog colour that differs from the sky horizon breaks the horizon line.
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---
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name: load-assets
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description: Use when loading glTF/GLB models or textures in PlayCanvas, choosing Draco or Basis/KTX2 compression, or setting up decoders and preloading.
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---
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# Load assets
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## glTF is fully supported
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Load `.glb` files as `container` assets and call `asset.resource.instantiateRenderEntity()`, not
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`instantiateModelEntity`. The importer already handles `KHR_lights_punctual`, `KHR_materials_*`
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(clearcoat, sheen, transmission, volume, iridescence, variants, and more), `KHR_texture_transform`,
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and `EXT_mesh_gpu_instancing`; do not rebuild these by hand. Preload asset sets with
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`AssetListLoader`.
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## Compress for size
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- Geometry: Draco (`KHR_draco_mesh_compression`). Meshopt is not supported, so decode such files
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before shipping.
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- Textures: KTX2 with Basis (`KHR_texture_basisu`) transcodes to a GPU format, cutting both
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download size and VRAM. ETC1S is smallest and lossy. UASTC is larger and keeps
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detail, which matters most for normal maps. Weigh size against visible detail.
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## Set up decoders
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The npm package ships no Draco or Basis wasm. Copy `draco/` and `basis/` from the Engine's
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`examples/assets/wasm` at the installed tag (`find-examples`), and configure them before loading:
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```js
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import { WasmModule, basisInitialize } from 'playcanvas';
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|
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|
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WasmModule.setConfig('DracoDecoderModule', {
|
|
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|
+
glueUrl: '/wasm/draco/draco.wasm.js',
|
|
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|
+
wasmUrl: '/wasm/draco/draco.wasm.wasm',
|
|
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|
+
fallbackUrl: '/wasm/draco/draco.js'
|
|
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|
+
});
|
|
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|
+
await new Promise((resolve) => WasmModule.getInstance('DracoDecoderModule', resolve));
|
|
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|
+
basisInitialize({
|
|
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|
+
glueUrl: '/wasm/basis/basis.wasm.js',
|
|
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|
+
wasmUrl: '/wasm/basis/basis.wasm.wasm',
|
|
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|
+
fallbackUrl: '/wasm/basis/basis.js'
|
|
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|
+
});
|
|
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|
+
```
|
|
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|
+
|
|
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|
+
In Web Components, a `<pc-wasm name="DracoDecoderModule">` element under `<pc-app>` sets the Draco
|
|
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|
+
config with `glue`, `wasm`, and `fallback` attributes.
|
|
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|
+
|
|
48
|
+
## Other assets
|
|
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|
+
|
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+
- Raise `texture.anisotropy`, which defaults to 1, for surfaces viewed at grazing angles.
|
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+
- Gaussian splats load as `gsplat` assets onto a `gsplat` component; start from a
|
|
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|
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`gaussian-splatting` example.
|
|
@@ -1,59 +1,25 @@
|
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1
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---
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2
|
name: override-shader-chunks
|
|
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-
description: Use when a PlayCanvas StandardMaterial needs custom shading its properties cannot express
|
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+
description: Use when a PlayCanvas StandardMaterial needs custom shading its properties cannot express, such as stylized looks or vertex displacement, before writing a ShaderMaterial.
|
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---
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# Override
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`material.update()` after any change so cached shader variants are cleared.
|
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-
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## Emissive-only overrides
|
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An `emissivePS` override implements `void getEmission()`, writing the result into `dEmission`. When
|
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the override is meant to fully drive the visible color, zero the material's `diffuse`/`specular` and
|
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-
disable `useSkybox` so no other lighting term still contributes underneath it.
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-
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## Uniforms are raw
|
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-
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`setParameter` uploads exactly what it is given, with no color-space conversion. Convert any
|
|
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|
-
authored sRGB color with `Color#linear()` before calling `setParameter`; an sRGB color passed
|
|
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|
-
straight through renders visibly darker and less saturated than it was authored.
|
|
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-
|
|
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|
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## Keep vertex chunks instancing-aware
|
|
41
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-
|
|
42
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-
A custom `transformCoreVS` (or any vertex chunk reading the model matrix) must keep the engine's
|
|
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|
-
`INSTANCING` define path — pulling the per-instance matrix under that define — with a
|
|
44
|
-
non-instanced fallback that uses `matrix_model` directly, matching the stock chunk's structure.
|
|
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|
-
Dropping this path silently breaks instancing for any mesh instance using the material.
|
|
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-
|
|
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|
-
## Provide GLSL and WGSL, or pin to WebGL
|
|
48
|
-
|
|
49
|
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Override both `SHADERLANGUAGE_GLSL` and `SHADERLANGUAGE_WGSL` chunks for anything touched. On a
|
|
50
|
-
WebGPU device, a chunk supplied only in GLSL forces the material's entire shader — not just that
|
|
51
|
-
chunk — onto a GLSL-compiled-then-transpiled path; without the optional transpiler modules loaded
|
|
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|
-
(the common case), that shader fails to compile. Supply both languages, or explicitly pin the
|
|
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|
-
graphics device to WebGL if WGSL support is not required.
|
|
54
|
-
|
|
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|
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## Expand bounds for vertex displacement
|
|
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|
-
|
|
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|
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If the override displaces vertices, expand the mesh's bounds by the maximum displacement (see
|
|
58
|
-
`apply-conventions`) — CPU-computed bounds never observe shader-side deformation, so culling breaks
|
|
59
|
-
silently otherwise.
|
|
6
|
+
# Override shader chunks
|
|
7
|
+
|
|
8
|
+
Overriding a `StandardMaterial` chunk keeps fog, tone mapping, shadows, skinning, and instancing
|
|
9
|
+
intact. Use a `ShaderMaterial` only when the look needs its own vertex and fragment pair.
|
|
10
|
+
|
|
11
|
+
- Set `material.shaderChunksVersion` to the installed major.minor, such as `'2.22'`. Chunk names
|
|
12
|
+
and contracts change between versions, so read the installed chunk source, not memory.
|
|
13
|
+
- Set chunks with `material.getShaderChunks(SHADERLANGUAGE_GLSL).set(name, source)` and the WGSL
|
|
14
|
+
equivalent, then call `material.update()`. For every material on a device, use
|
|
15
|
+
`ShaderChunks.get(device, language)`; the global `shaderChunks` object is deprecated.
|
|
16
|
+
- Supply both GLSL and WGSL. On WebGPU, one GLSL-only chunk sends the whole shader through a
|
|
17
|
+
transpiler that is usually not loaded, so it fails to compile. Otherwise pin the device to WebGL.
|
|
18
|
+
- Clone shared materials, including imported ones, before overriding them for only some meshes.
|
|
19
|
+
Per-mesh uniforms use `meshInstance.setParameter()`.
|
|
20
|
+
- Uniforms are raw; convert sRGB colours with `Color#linear()`.
|
|
21
|
+
- Vertex chunks that read the model matrix, such as `transformCoreVS`, must keep the `INSTANCING`
|
|
22
|
+
path with a `matrix_model` fallback, like the stock chunk.
|
|
23
|
+
- Expand mesh bounds by the maximum displacement; CPU bounds do not see shader deformation.
|
|
24
|
+
- For an emissive-only look, implement `getEmission()` writing `dEmission`, zero `diffuse` and
|
|
25
|
+
`specular`, and disable `useSkybox`.
|
|
@@ -1,61 +1,37 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: reduce-draw-calls
|
|
3
|
-
description: Use when a PlayCanvas
|
|
3
|
+
description: Use when a PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.
|
|
4
4
|
---
|
|
5
5
|
|
|
6
|
-
# Cut draw calls
|
|
6
|
+
# Cut draw calls
|
|
7
7
|
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
|
|
8
|
+
Measure first with `app.stats.drawCalls.total` or `MiniStats`; the per-pass breakdown fills only in
|
|
9
|
+
profiler builds. Also halve the pixel ratio and call `app.resizeCanvas()`: if frame time drops, the
|
|
10
|
+
cost is fill rate, not draw calls. Stop at the first rung that meets the budget and report
|
|
11
|
+
before-and-after counts.
|
|
11
12
|
|
|
12
|
-
##
|
|
13
|
+
## 1. Stop drawing hidden things
|
|
13
14
|
|
|
14
|
-
|
|
15
|
-
anything, or drop in `MiniStats` for a live overlay. Every rung below is proved against this number,
|
|
16
|
-
not against intuition about what "looks expensive."
|
|
15
|
+
An element at opacity 0 still draws. Set `enabled = false`.
|
|
17
16
|
|
|
18
|
-
##
|
|
17
|
+
## 2. BatchManager
|
|
19
18
|
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
19
|
+
Call `app.batcher.addGroup(name, dynamic, maxAabbSize)`, then set `batchGroupId` on render, sprite,
|
|
20
|
+
or element components. Use `dynamic: false` for geometry that never moves. Members join when
|
|
21
|
+
enabled in the live tree, in any order, and groups regenerate automatically when membership
|
|
22
|
+
changes. Call `markGroupDirty(id)` only after moving members of a static group. Manual `AppOptions`
|
|
23
|
+
bootstraps must set `batchManager`.
|
|
24
24
|
|
|
25
|
-
##
|
|
25
|
+
## 3. Hardware instancing
|
|
26
26
|
|
|
27
|
-
|
|
28
|
-
|
|
27
|
+
Use this for many copies of one mesh and material with per-frame transforms. Build a buffer with
|
|
28
|
+
`VertexFormat.getDefaultInstancingFormat(device)`, one mat4 per instance, and call
|
|
29
|
+
`meshInstance.setInstancing(vb)`; `instancingCount` follows the buffer.
|
|
29
30
|
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
An Engine-only app without the full `Application` bootstrap must register the class via
|
|
36
|
-
`AppOptions.batchManager` before it can batch anything.
|
|
31
|
+
There is no per-instance culling. By default the group always draws; `setInstancing(vb, true)`
|
|
32
|
+
culls it as one unit against a `RenderComponent#customAabb` covering every instance. Split large
|
|
33
|
+
instance sets into spatial chunks. Custom vertex chunks need the `INSTANCING` path
|
|
34
|
+
(`override-shader-chunks`). Start from the `graphics/instancing-basic` and
|
|
35
|
+
`graphics/instancing-custom` examples.
|
|
37
36
|
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
Reach for this once distinct materials or per-frame transform updates would defeat `BatchManager`.
|
|
41
|
-
Build a per-instance vertex buffer with `VertexFormat.getDefaultInstancingFormat(device)` (one mat4
|
|
42
|
-
per instance), call `meshInstance.setInstancing(vb)`, and set `instancingCount`. A custom vertex
|
|
43
|
-
chunk needs its own `INSTANCING` code path with an identity-matrix fallback for the non-instanced
|
|
44
|
-
case (cross-reference `override-shader-chunks`).
|
|
45
|
-
|
|
46
|
-
Culling trade-off: instanced meshes cull as one unit against a single bounding volume — an
|
|
47
|
-
off-screen instance inside an otherwise-visible group still draws unless you opt in. Pass
|
|
48
|
-
`setInstancing(vb, true)` and set a `RenderComponent#customAabb` spanning every instance's world
|
|
49
|
-
extent so the renderer has something correct to cull against instead of culling nothing or
|
|
50
|
-
culling the whole group by one instance's bounds.
|
|
51
|
-
|
|
52
|
-
Adapt the official recipes rather than deriving the buffer layout or vertex-shader wiring from
|
|
53
|
-
memory: `graphics/instancing-basic` for the format/buffer contract, `graphics/instancing-custom` for
|
|
54
|
-
the vertex-shader side. Locate both at the installed engine version via `find-examples`.
|
|
55
|
-
|
|
56
|
-
## Prove and report
|
|
57
|
-
|
|
58
|
-
Verify the rendered image is unchanged with `verify-pixels` before calling the change done —
|
|
59
|
-
merging or instancing must not move a single pixel. Re-measure `app.stats.drawCalls` afterward and
|
|
60
|
-
state the before/after counts in the change description; "fewer draw calls" without numbers is not
|
|
61
|
-
a result.
|
|
37
|
+
Confirm the image is unchanged with `verify-pixels`.
|
|
@@ -1,12 +1,13 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: reuse-scripts
|
|
3
|
-
description: Use before
|
|
3
|
+
description: Use before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.
|
|
4
4
|
---
|
|
5
5
|
|
|
6
|
-
# Engine
|
|
6
|
+
# Reuse shipped Engine code
|
|
7
7
|
|
|
8
|
-
|
|
9
|
-
|
|
8
|
+
Before writing behaviour, check what the installed `playcanvas` package already provides.
|
|
9
|
+
|
|
10
|
+
Scripts live under `scripts/esm/**`; import only from there. List them:
|
|
10
11
|
|
|
11
12
|
```sh
|
|
12
13
|
rg 'static scriptName =' node_modules/playcanvas/scripts/esm \
|
|
@@ -14,46 +15,26 @@ rg 'static scriptName =' node_modules/playcanvas/scripts/esm \
|
|
|
14
15
|
| sort
|
|
15
16
|
```
|
|
16
17
|
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
handler
|
|
20
|
-
|
|
21
|
-
Only import from `scripts/esm/**`. Legacy sibling directories depend on the global Engine namespace.
|
|
22
|
-
After selecting a script, use `find-examples` to locate its matching versioned Engine example.
|
|
23
|
-
|
|
24
|
-
Use a relevant shipped script as the default implementation. If it cannot own the whole feature,
|
|
25
|
-
preserve its input signs, angular damping, bounds, and lifecycle invariants in the custom portion
|
|
26
|
-
instead of replacing them from memory.
|
|
27
|
-
|
|
28
|
-
## Reproduce the reference integration
|
|
29
|
-
|
|
30
|
-
Treat the selected script source and its closest official example as complementary references:
|
|
31
|
-
|
|
32
|
-
1. Read the source for exports, properties, defaults, fallbacks, required components, and lifecycle.
|
|
33
|
-
2. Read the example for assets, entity references, mesh requirements, layer ordering, scene settings,
|
|
34
|
-
and render-pipeline setup.
|
|
35
|
-
3. Reproduce the smallest working baseline before customizing it. Preserve defaults that are not
|
|
36
|
-
deliberately changed, and tune one property group at a time.
|
|
37
|
-
4. After a rendered frame, fail on console, shader, or missing-asset diagnostics. Exercise the
|
|
38
|
-
behavior with real input where applicable and inspect returned screenshots from representative
|
|
39
|
-
views at the final backbuffer density.
|
|
40
|
-
5. Compare the result with the official example when visual quality matters. Keep iterating or
|
|
41
|
-
report the gap; a running fallback is not proof of correct integration.
|
|
18
|
+
Common ones are `CameraControls`, `FirstPersonController`, `ThirdPersonController`,
|
|
19
|
+
`ShadowCatcher`, `ProceduralSky`, `Water`, and `Grid`, plus XR and splat scripts. Modules under
|
|
20
|
+
`scripts/esm/parsers` are resource-handler classes, not scripts.
|
|
42
21
|
|
|
43
|
-
|
|
44
|
-
|
|
22
|
+
Core exports that are not scripts include `CameraFrame` for post-processing, `Picker`
|
|
23
|
+
(`getSelectionAsync`), `TransformGizmo`, `OutlineRenderer`, `MiniStats`, `GltfExporter`, and
|
|
24
|
+
`UsdzExporter`.
|
|
45
25
|
|
|
46
|
-
|
|
47
|
-
combines `Water`, `ProceduralSky`, `CameraControls`, `CameraFrame`, a dedicated water layer, scene
|
|
48
|
-
depth, normal and caustics textures, and conservative rendering defaults. Establish that complete
|
|
49
|
-
baseline before adapting its camera, assets, time of day, or water tuning.
|
|
26
|
+
## Integrate
|
|
50
27
|
|
|
51
|
-
|
|
28
|
+
1. Read the source for exports, `@attribute` properties, defaults, and required components.
|
|
29
|
+
2. Find its official example with `find-examples`, and copy the assets, layers, scene settings, and
|
|
30
|
+
render setup it depends on.
|
|
31
|
+
3. Adapt configuration and extension points. If nothing fits, implement only the missing part and
|
|
32
|
+
say what was missing.
|
|
33
|
+
4. After a rendered frame, fail on console, shader, or missing-asset errors.
|
|
52
34
|
|
|
53
|
-
|
|
54
|
-
|
|
35
|
+
Keep a shipped script's input mapping and damping unless asked otherwise, and verify input
|
|
36
|
+
directions with real input rather than deriving signs from memory.
|
|
55
37
|
|
|
56
|
-
|
|
57
|
-
[direct Engine](references/direct-engine.md),
|
|
58
|
-
[Web Components](references/web-components.md).
|
|
59
|
-
dependencies alone.
|
|
38
|
+
Grouped property updates differ by surface; preserve defaults you do not change. Read only the
|
|
39
|
+
reference matching the code: [direct Engine](references/direct-engine.md),
|
|
40
|
+
[React](references/react.md), or [Web Components](references/web-components.md).
|
|
@@ -1,37 +1,17 @@
|
|
|
1
1
|
# Direct Engine projects
|
|
2
2
|
|
|
3
|
-
Import the
|
|
4
|
-
|
|
5
|
-
```ts
|
|
6
|
-
import { CameraControls } from 'playcanvas/scripts/esm/camera-controls.mjs';
|
|
7
|
-
|
|
8
|
-
camera.addComponent('script');
|
|
9
|
-
const controls = camera.script?.create(CameraControls);
|
|
10
|
-
```
|
|
3
|
+
Import the selected class from its installed module, add a script component to the owning entity,
|
|
4
|
+
and attach it with `entity.script.create()`. Preserve an existing script component.
|
|
11
5
|
|
|
12
6
|
Some production helpers are core Engine exports rather than scripts. Follow the matching example's
|
|
13
|
-
construction
|
|
14
|
-
|
|
15
|
-
```ts
|
|
16
|
-
import { CameraFrame } from 'playcanvas';
|
|
7
|
+
construction and teardown contract instead of forcing them through `script.create`.
|
|
17
8
|
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
```
|
|
22
|
-
|
|
23
|
-
Keep script constructors at module scope. `create` takes two distinct option keys that are not
|
|
24
|
-
interchangeable: `properties` is assigned straight onto the instance, while `attributes` supplies
|
|
25
|
-
declared `@attribute` fields. Passing the wrong one silently does nothing.
|
|
26
|
-
|
|
27
|
-
Prefer mutating an existing grouped property when only a few fields change:
|
|
9
|
+
Keep script constructors at module scope. `create` takes two option keys: `attributes` is passed to
|
|
10
|
+
the constructor for declared `@attribute` fields, while `properties` is `Object.assign`ed onto the
|
|
11
|
+
instance after construction, overwriting any field it names.
|
|
28
12
|
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
const sky = skyEntity.script?.create(ProceduralSky);
|
|
33
|
-
if (sky) sky.sunLight = sun;
|
|
34
|
-
```
|
|
13
|
+
Prefer mutating an existing grouped property when only a few fields change; preserve other defaults
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14
|
+
and follow any update or rebuild contract in the selected source.
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35
15
|
|
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36
16
|
If the installed script subpaths have no declarations, declare only the patterns the project uses:
|
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37
17
|
|
|
@@ -1,17 +1,7 @@
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1
1
|
# React projects
|
|
2
2
|
|
|
3
|
-
Import the
|
|
4
|
-
|
|
5
|
-
```tsx
|
|
6
|
-
import { Entity } from '@playcanvas/react';
|
|
7
|
-
import { Camera, Script } from '@playcanvas/react/components';
|
|
8
|
-
import { CameraControls } from 'playcanvas/scripts/esm/camera-controls.mjs';
|
|
9
|
-
|
|
10
|
-
<Entity name="Camera" position={[4, 1, 4]}>
|
|
11
|
-
<Camera />
|
|
12
|
-
<Script script={CameraControls} />
|
|
13
|
-
</Entity>;
|
|
14
|
-
```
|
|
3
|
+
Import the selected class from its installed module. Render `Script` from
|
|
4
|
+
`@playcanvas/react/components` inside the owning `Entity`, passing the class through its `script` prop.
|
|
15
5
|
|
|
16
6
|
Keep imported or custom script constructors at module scope. Declaring a class inside a component
|
|
17
7
|
creates a new identity on render and can recreate the script.
|