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Found 7 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 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 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.
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 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.