load-assets
playcanvas
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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Results: 16
playcanvas
Use when loading glTF/GLB models or textures in PlayCanvas, choosing Draco or Basis/KTX2 compression, or setting up decoders and preloading.
playcanvas
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, s…
playcanvas
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…
playcanvas
Use when writing or reviewing PlayCanvas Engine code involving entity transforms, cameras, physics, materials, model orientation, bounds, or imports to apply the Engine'…
playcanvas
Use when composing PlayCanvas Engine, React, or Web Components gameplay entities, model hierarchies, colliders, or physics objects to create one semantic root per object…
playcanvas
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.
playcanvas
Use when creating or restructuring a PlayCanvas application with the direct Engine API, @playcanvas/react, or @playcanvas/web-components to choose the active authoring s…
playcanvas
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 ya…
playcanvas
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…
playcanvas
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 Compo…
playcanvas
Use when a PlayCanvas scene must read as a deliberate image rather than a flat asset preview — photoreal and cinematic, or stylized, low-poly, and palette-driven — to se…
playcanvas
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…
playcanvas
Use when a PlayCanvas StandardMaterial needs custom shading its properties cannot express — procedural or stylized looks, custom vertex displacement, per-material screen…
playcanvas
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-writi…
playcanvas
Use before implementing non-core PlayCanvas behavior to discover the installed Engine's curated scripts and reuse or adapt those that fit the required behavior and appro…
playcanvas
Use when changing PlayCanvas rendering code that must not visibly change the rendered image — draw-call optimization, hardware instancing, shader or material refactors,…