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PlayCanvas
Skills for building applications with PlayCanvas Engine
Skills
16 in the Claude listing
Add effects
Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
Apply conventions
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
Assemble scene
Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
Bake lighting
Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
Build app
Use when creating or restructuring a PlayCanvas app with the Engine API, @playcanvas/react, or @playcanvas/web-components, covering bootstrap, input, resize, physics, update loop, UI, and lifecycle.
Calibrate model
Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
Configure animation
Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
Find examples
Use when implementing a PlayCanvas feature the project does not use yet, to find and adapt the official example matching the installed version.
Inspect glb
Use before loading, placing, scaling, or animating GLB models in PlayCanvas to measure bounds, grounding, clips, joints, and hierarchy with the bundled offline inspector.
Inspect runtime
Use when reading state from a running PlayCanvas app, to reach its live Application through the Engine devtools hook without changing app code.
Light scene
Use when lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
Load assets
Use when loading glTF/GLB models or textures in PlayCanvas, choosing Draco or Basis/KTX2 compression, or setting up decoders and preloading.
Override shader chunks
Use when a PlayCanvas StandardMaterial needs custom shading its properties cannot express, such as stylized looks or vertex displacement, before writing a ShaderMaterial.
Reduce draw calls
Use when a PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.
Reuse scripts
Use before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.
Verify pixels
Use when a PlayCanvas rendering change is meant to leave the image unchanged, to prove it with deterministic captures and pixel comparison.
Three.js 3D Viewer
#184