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Found 17 Skills
Use when a PlayCanvas scene's static lighting, shadows, or ambient occlusion costs too much per frame, or lighting must ship precomputed for startup or payload budgets.
Use when a PlayCanvas StandardMaterial needs custom shading its properties cannot express — procedural or stylized looks, custom vertex displacement, per-material screen effects — before writing a standalone shader from scratch.
Use before repeatedly placing GLB models in PlayCanvas Engine, React, or Web Components to measure each asset once and record its uniform scale, grounding offset, and yaw correction in a stable nested transform.
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
Use when a PlayCanvas application submits too many draw calls or frame time is CPU-bound — repeated meshes, dense grids, always-on interface elements — before hand-writing mesh merging or custom renderers.