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Found 13 Skills
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 building a PlayCanvas game's on-screen interface such as ready, pause, and victory overlays, menus, and live indicators like gauges, timers, or reload meters, so the interface is driven by game state, readable over the scene, and separate from the 3D hierarchy.
Use when adding transient visual effects or trails to a PlayCanvas app to select an Engine-native implementation, place and layer it correctly, manage its lifecycle, and verify the rendered result.
Use when creating or restructuring a PlayCanvas application with the direct Engine API, @playcanvas/react, or @playcanvas/web-components to choose the active authoring surface and apply its bootstrap, lifecycle, ownership, asset-loading, and Engine interop patterns.
Use when a PlayCanvas scene must read as a deliberate cinematic image rather than a flat asset preview, to set key and ambient lighting, sky and image-based lighting, shadows, tone mapping and exposure, and a restrained post-process grade of bloom, fog, and colour.
Use before playing, blending, or retargeting GLB animation clips in PlayCanvas Engine, React, or Web Components to inspect clip and joint names, attach animation to the rendered hierarchy, keep blend inputs valid, and diagnose T-pose, frozen playback, or binding failures.
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.
Use when implementing an unfamiliar PlayCanvas feature such as animation, particles, shaders, physics, UI, splats, or XR to find the official Engine, React, or Web Components example matching the installed package version and adapt it to the project.
Use when composing PlayCanvas Engine, React, or Web Components gameplay entities, model hierarchies, colliders, or physics objects to create one semantic root per object with calibrated visuals and predictable lifecycle ownership.
Use when structuring a PlayCanvas game's control flow — a small state machine such as ready, playing, paused, and over, pointer-lock capture, pausing on focus or pointer-lock loss, a full reset, and a stable clock and timestep — so the loop stays deterministic and recoverable.
Use before implementing non-core PlayCanvas behavior to discover and reuse production scripts shipped with the installed Engine, reproduce their official example integration, and verify the result against the installed version.
Use when writing or reviewing PlayCanvas Engine code involving entity transforms, cameras, physics, materials, model orientation, bounds, or imports to apply the Engine's coordinate and API conventions.