playcanvas-engine

PlayCanvas Engine Skill

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Install skill "playcanvas-engine" with this command: npx skills add freshtechbro/claudedesignskills/freshtechbro-claudedesignskills-playcanvas-engine

PlayCanvas Engine Skill

Lightweight WebGL/WebGPU game engine with entity-component architecture, visual editor integration, and performance-focused design.

When to Use This Skill

Trigger this skill when you see:

  • "PlayCanvas engine"

  • "WebGL game engine"

  • "entity component system"

  • "PlayCanvas application"

  • "3D browser games"

  • "online 3D editor"

  • "lightweight 3D engine"

  • Need for editor-first workflow

Compare with:

  • Three.js: Lower-level, more flexible but requires more setup

  • Babylon.js: Feature-rich but heavier, has editor but less mature

  • A-Frame: VR-focused, declarative HTML approach

  • Use PlayCanvas for: Game projects, editor-first workflow, performance-critical apps

Core Concepts

  1. Application

The root PlayCanvas application manages the rendering loop.

import * as pc from 'playcanvas';

// Create canvas const canvas = document.createElement('canvas'); document.body.appendChild(canvas);

// Create application const app = new pc.Application(canvas, { keyboard: new pc.Keyboard(window), mouse: new pc.Mouse(canvas), touch: new pc.TouchDevice(canvas), gamepads: new pc.GamePads() });

// Configure canvas app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW); app.setCanvasResolution(pc.RESOLUTION_AUTO);

// Handle resize window.addEventListener('resize', () => app.resizeCanvas());

// Start the application app.start();

  1. Entity-Component System

PlayCanvas uses ECS architecture: Entities contain Components.

// Create entity const entity = new pc.Entity('myEntity');

// Add to scene hierarchy app.root.addChild(entity);

// Add components entity.addComponent('model', { type: 'box' });

entity.addComponent('script');

// Transform entity.setPosition(0, 1, 0); entity.setEulerAngles(0, 45, 0); entity.setLocalScale(2, 2, 2);

// Parent-child hierarchy const parent = new pc.Entity('parent'); const child = new pc.Entity('child'); parent.addChild(child);

  1. Update Loop

The application fires events during the update loop.

app.on('update', (dt) => { // dt is delta time in seconds entity.rotate(0, 10 * dt, 0); });

app.on('prerender', () => { // Before rendering });

app.on('postrender', () => { // After rendering });

  1. Components

Core components extend entity functionality:

Model Component:

entity.addComponent('model', { type: 'box', // 'box', 'sphere', 'cylinder', 'cone', 'capsule', 'asset' material: material, castShadows: true, receiveShadows: true });

Camera Component:

entity.addComponent('camera', { clearColor: new pc.Color(0.1, 0.2, 0.3), fov: 45, nearClip: 0.1, farClip: 1000, projection: pc.PROJECTION_PERSPECTIVE // or PROJECTION_ORTHOGRAPHIC });

Light Component:

entity.addComponent('light', { type: pc.LIGHTTYPE_DIRECTIONAL, // DIRECTIONAL, POINT, SPOT color: new pc.Color(1, 1, 1), intensity: 1, castShadows: true, shadowDistance: 50 });

Rigidbody Component (requires physics):

entity.addComponent('rigidbody', { type: pc.BODYTYPE_DYNAMIC, // STATIC, DYNAMIC, KINEMATIC mass: 1, friction: 0.5, restitution: 0.3 });

entity.addComponent('collision', { type: 'box', halfExtents: new pc.Vec3(0.5, 0.5, 0.5) });

Common Patterns

Pattern 1: Basic Scene Setup

Create a complete scene with camera, light, and models.

import * as pc from 'playcanvas';

// Initialize application const canvas = document.createElement('canvas'); document.body.appendChild(canvas);

const app = new pc.Application(canvas); app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW); app.setCanvasResolution(pc.RESOLUTION_AUTO); window.addEventListener('resize', () => app.resizeCanvas());

// Create camera const camera = new pc.Entity('camera'); camera.addComponent('camera', { clearColor: new pc.Color(0.2, 0.3, 0.4) }); camera.setPosition(0, 2, 5); camera.lookAt(0, 0, 0); app.root.addChild(camera);

// Create directional light const light = new pc.Entity('light'); light.addComponent('light', { type: pc.LIGHTTYPE_DIRECTIONAL, castShadows: true }); light.setEulerAngles(45, 30, 0); app.root.addChild(light);

// Create ground const ground = new pc.Entity('ground'); ground.addComponent('model', { type: 'plane' }); ground.setLocalScale(10, 1, 10); app.root.addChild(ground);

// Create cube const cube = new pc.Entity('cube'); cube.addComponent('model', { type: 'box', castShadows: true }); cube.setPosition(0, 1, 0); app.root.addChild(cube);

// Animate cube app.on('update', (dt) => { cube.rotate(10 * dt, 20 * dt, 30 * dt); });

app.start();

Pattern 2: Loading GLTF Models

Load external 3D models with asset management.

// Create asset for model const modelAsset = new pc.Asset('model', 'container', { url: '/models/character.glb' });

// Add to asset registry app.assets.add(modelAsset);

// Load asset modelAsset.ready((asset) => { // Create entity from loaded model const entity = asset.resource.instantiateRenderEntity();

app.root.addChild(entity);

// Scale and position entity.setLocalScale(2, 2, 2); entity.setPosition(0, 0, 0); });

app.assets.load(modelAsset);

With error handling:

modelAsset.ready((asset) => { console.log('Model loaded:', asset.name); const entity = asset.resource.instantiateRenderEntity(); app.root.addChild(entity); });

modelAsset.on('error', (err) => { console.error('Failed to load model:', err); });

app.assets.load(modelAsset);

Pattern 3: Materials and Textures

Create custom materials with PBR workflow.

// Create material const material = new pc.StandardMaterial(); material.diffuse = new pc.Color(1, 0, 0); // Red material.metalness = 0.5; material.gloss = 0.8; material.update();

// Apply to entity entity.model.material = material;

// With textures const textureAsset = new pc.Asset('diffuse', 'texture', { url: '/textures/brick_diffuse.jpg' });

app.assets.add(textureAsset); app.assets.load(textureAsset);

textureAsset.ready((asset) => { material.diffuseMap = asset.resource; material.update(); });

// PBR material with all maps const pbrMaterial = new pc.StandardMaterial();

// Load all textures const textures = { diffuse: '/textures/albedo.jpg', normal: '/textures/normal.jpg', metalness: '/textures/metalness.jpg', gloss: '/textures/roughness.jpg', ao: '/textures/ao.jpg' };

Object.keys(textures).forEach(key => { const asset = new pc.Asset(key, 'texture', { url: textures[key] }); app.assets.add(asset);

asset.ready((loadedAsset) => { switch(key) { case 'diffuse': pbrMaterial.diffuseMap = loadedAsset.resource; break; case 'normal': pbrMaterial.normalMap = loadedAsset.resource; break; case 'metalness': pbrMaterial.metalnessMap = loadedAsset.resource; break; case 'gloss': pbrMaterial.glossMap = loadedAsset.resource; break; case 'ao': pbrMaterial.aoMap = loadedAsset.resource; break; } pbrMaterial.update(); });

app.assets.load(asset); });

Pattern 4: Physics Integration

Use Ammo.js for physics simulation.

import * as pc from 'playcanvas';

// Initialize with Ammo.js const app = new pc.Application(canvas, { keyboard: new pc.Keyboard(window), mouse: new pc.Mouse(canvas) });

// Load Ammo.js const ammoScript = document.createElement('script'); ammoScript.src = 'https://cdn.jsdelivr.net/npm/ammo.js@0.0.10/ammo.js'; document.body.appendChild(ammoScript);

ammoScript.onload = () => { Ammo().then((AmmoLib) => { window.Ammo = AmmoLib;

// Create static ground
const ground = new pc.Entity('ground');
ground.addComponent('model', { type: 'plane' });
ground.setLocalScale(10, 1, 10);

ground.addComponent('rigidbody', {
  type: pc.BODYTYPE_STATIC
});

ground.addComponent('collision', {
  type: 'box',
  halfExtents: new pc.Vec3(5, 0.1, 5)
});

app.root.addChild(ground);

// Create dynamic cube
const cube = new pc.Entity('cube');
cube.addComponent('model', { type: 'box' });
cube.setPosition(0, 5, 0);

cube.addComponent('rigidbody', {
  type: pc.BODYTYPE_DYNAMIC,
  mass: 1,
  friction: 0.5,
  restitution: 0.5
});

cube.addComponent('collision', {
  type: 'box',
  halfExtents: new pc.Vec3(0.5, 0.5, 0.5)
});

app.root.addChild(cube);

// Apply force
cube.rigidbody.applyForce(10, 0, 0);
cube.rigidbody.applyTorque(0, 10, 0);

app.start();

}); };

Pattern 5: Custom Scripts

Create reusable script components.

// Define script class const RotateScript = pc.createScript('rotate');

// Script attributes (editor-exposed) RotateScript.attributes.add('speed', { type: 'number', default: 10, title: 'Rotation Speed' });

RotateScript.attributes.add('axis', { type: 'vec3', default: [0, 1, 0], title: 'Rotation Axis' });

// Initialize method RotateScript.prototype.initialize = function() { console.log('RotateScript initialized'); };

// Update method (called every frame) RotateScript.prototype.update = function(dt) { this.entity.rotate( this.axis.x * this.speed * dt, this.axis.y * this.speed * dt, this.axis.z * this.speed * dt ); };

// Cleanup RotateScript.prototype.destroy = function() { console.log('RotateScript destroyed'); };

// Usage const entity = new pc.Entity('rotatingCube'); entity.addComponent('model', { type: 'box' }); entity.addComponent('script'); entity.script.create('rotate', { attributes: { speed: 20, axis: new pc.Vec3(0, 1, 0) } }); app.root.addChild(entity);

Script lifecycle methods:

const MyScript = pc.createScript('myScript');

MyScript.prototype.initialize = function() { // Called once after all resources are loaded };

MyScript.prototype.postInitialize = function() { // Called after all entities have initialized };

MyScript.prototype.update = function(dt) { // Called every frame before rendering };

MyScript.prototype.postUpdate = function(dt) { // Called every frame after update };

MyScript.prototype.swap = function(old) { // Hot reload support };

MyScript.prototype.destroy = function() { // Cleanup when entity is destroyed };

Pattern 6: Input Handling

Handle keyboard, mouse, and touch input.

// Keyboard if (app.keyboard.isPressed(pc.KEY_W)) { entity.translate(0, 0, -speed * dt); }

if (app.keyboard.wasPressed(pc.KEY_SPACE)) { entity.rigidbody.applyImpulse(0, 10, 0); }

// Mouse app.mouse.on(pc.EVENT_MOUSEDOWN, (event) => { if (event.button === pc.MOUSEBUTTON_LEFT) { console.log('Left click at', event.x, event.y); } });

app.mouse.on(pc.EVENT_MOUSEMOVE, (event) => { const dx = event.dx; const dy = event.dy; camera.rotate(-dy * 0.2, -dx * 0.2, 0); });

// Touch app.touch.on(pc.EVENT_TOUCHSTART, (event) => { event.touches.forEach((touch) => { console.log('Touch at', touch.x, touch.y); }); });

// Raycasting (mouse picking) app.mouse.on(pc.EVENT_MOUSEDOWN, (event) => { const camera = app.root.findByName('camera'); const cameraComponent = camera.camera;

const from = cameraComponent.screenToWorld( event.x, event.y, cameraComponent.nearClip );

const to = cameraComponent.screenToWorld( event.x, event.y, cameraComponent.farClip );

const result = app.systems.rigidbody.raycastFirst(from, to);

if (result) { console.log('Hit:', result.entity.name); result.entity.model.material.emissive = new pc.Color(1, 0, 0); } });

Pattern 7: Animations

Play skeletal animations and tweens.

Skeletal animation:

// Load animated model const modelAsset = new pc.Asset('character', 'container', { url: '/models/character.glb' });

app.assets.add(modelAsset);

modelAsset.ready((asset) => { const entity = asset.resource.instantiateRenderEntity(); app.root.addChild(entity);

// Get animation component entity.addComponent('animation', { assets: [asset], speed: 1.0, loop: true, activate: true });

// Play specific animation entity.animation.play('Walk', 0.2); // 0.2s blend time

// Later, transition to run entity.animation.play('Run', 0.5); });

app.assets.load(modelAsset);

Property tweening:

// Animate position entity.tween(entity.getLocalPosition()) .to({ x: 5, y: 2, z: 0 }, 2.0, pc.SineInOut) .start();

// Animate rotation entity.tween(entity.getLocalEulerAngles()) .to({ x: 0, y: 180, z: 0 }, 1.0, pc.Linear) .loop(true) .yoyo(true) .start();

// Animate material color const color = material.emissive; app.tween(color) .to(new pc.Color(1, 0, 0), 1.0, pc.SineInOut) .yoyo(true) .loop(true) .start();

// Chain tweens entity.tween(entity.getLocalPosition()) .to({ y: 2 }, 1.0) .to({ y: 0 }, 1.0) .delay(0.5) .repeat(3) .start();

Integration Patterns

Integration 1: React Integration

Wrap PlayCanvas in React components.

import React, { useEffect, useRef } from 'react'; import * as pc from 'playcanvas';

function PlayCanvasScene() { const canvasRef = useRef(null); const appRef = useRef(null);

useEffect(() => { // Initialize const app = new pc.Application(canvasRef.current); appRef.current = app;

app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);

// Create scene
const camera = new pc.Entity('camera');
camera.addComponent('camera', {
  clearColor: new pc.Color(0.1, 0.2, 0.3)
});
camera.setPosition(0, 0, 5);
app.root.addChild(camera);

const cube = new pc.Entity('cube');
cube.addComponent('model', { type: 'box' });
app.root.addChild(cube);

const light = new pc.Entity('light');
light.addComponent('light');
light.setEulerAngles(45, 0, 0);
app.root.addChild(light);

app.on('update', (dt) => {
  cube.rotate(10 * dt, 20 * dt, 30 * dt);
});

app.start();

// Cleanup
return () => {
  app.destroy();
};

}, []);

return ( <canvas ref={canvasRef} style={{ width: '100%', height: '100vh' }} /> ); }

export default PlayCanvasScene;

Integration 2: Editor Export

Work with PlayCanvas Editor projects.

// Export from PlayCanvas Editor // Download build files, then load in code:

import * as pc from 'playcanvas';

const app = new pc.Application(canvas);

// Load exported project config fetch('/config.json') .then(response => response.json()) .then(config => { // Load scene app.scenes.loadSceneHierarchy(config.scene_url, (err, parent) => { if (err) { console.error('Failed to load scene:', err); return; }

  // Start application
  app.start();

  // Find entities by name
  const player = app.root.findByName('Player');
  const enemy = app.root.findByName('Enemy');

  // Access scripts
  player.script.myScript.doSomething();
});

});

Performance Optimization

  1. Object Pooling

Reuse entities instead of creating/destroying.

class EntityPool { constructor(app, count) { this.app = app; this.pool = []; this.active = [];

for (let i = 0; i &#x3C; count; i++) {
  const entity = new pc.Entity('pooled');
  entity.addComponent('model', { type: 'box' });
  entity.enabled = false;
  app.root.addChild(entity);
  this.pool.push(entity);
}

}

spawn(position) { let entity = this.pool.pop();

if (!entity) {
  // Pool exhausted, create new
  entity = new pc.Entity('pooled');
  entity.addComponent('model', { type: 'box' });
  this.app.root.addChild(entity);
}

entity.enabled = true;
entity.setPosition(position);
this.active.push(entity);

return entity;

}

despawn(entity) { entity.enabled = false; const index = this.active.indexOf(entity); if (index > -1) { this.active.splice(index, 1); this.pool.push(entity); } } }

// Usage const pool = new EntityPool(app, 100); const bullet = pool.spawn(new pc.Vec3(0, 0, 0));

// Later pool.despawn(bullet);

  1. LOD (Level of Detail)

Reduce geometry for distant objects.

// Manual LOD switching app.on('update', () => { const distance = camera.getPosition().distance(entity.getPosition());

if (distance < 10) { entity.model.asset = highResModel; } else if (distance < 50) { entity.model.asset = mediumResModel; } else { entity.model.asset = lowResModel; } });

// Or disable distant entities app.on('update', () => { entities.forEach(entity => { const distance = camera.getPosition().distance(entity.getPosition()); entity.enabled = distance < 100; }); });

  1. Batching

Combine static meshes to reduce draw calls.

// Enable static batching for entity entity.model.batchGroupId = 1;

// Batch all entities with same group ID app.batcher.generate([entity1, entity2, entity3]);

  1. Texture Compression

Use compressed texture formats.

// When creating textures, use compressed formats const texture = new pc.Texture(app.graphicsDevice, { width: 512, height: 512, format: pc.PIXELFORMAT_DXT5, // GPU-compressed minFilter: pc.FILTER_LINEAR_MIPMAP_LINEAR, magFilter: pc.FILTER_LINEAR, mipmaps: true });

Common Pitfalls

Pitfall 1: Not Starting the Application

Problem: Scene renders but nothing happens.

// ❌ Wrong - forgot to start const app = new pc.Application(canvas); // ... create entities ... // Nothing happens!

// ✅ Correct const app = new pc.Application(canvas); // ... create entities ... app.start(); // Critical!

Pitfall 2: Modifying Entities During Update

Problem: Modifying scene graph during iteration.

// ❌ Wrong - modifying array during iteration app.on('update', () => { entities.forEach(entity => { if (entity.shouldDestroy) { entity.destroy(); // Modifies array! } }); });

// ✅ Correct - mark for deletion, clean up after const toDestroy = [];

app.on('update', () => { entities.forEach(entity => { if (entity.shouldDestroy) { toDestroy.push(entity); } }); });

app.on('postUpdate', () => { toDestroy.forEach(entity => entity.destroy()); toDestroy.length = 0; });

Pitfall 3: Memory Leaks with Assets

Problem: Not cleaning up loaded assets.

// ❌ Wrong - assets never cleaned up function loadModel() { const asset = new pc.Asset('model', 'container', { url: '/model.glb' }); app.assets.add(asset); app.assets.load(asset); // Asset stays in memory forever }

// ✅ Correct - clean up when done function loadModel() { const asset = new pc.Asset('model', 'container', { url: '/model.glb' }); app.assets.add(asset);

asset.ready(() => { // Use model });

app.assets.load(asset);

// Clean up later return () => { app.assets.remove(asset); asset.unload(); }; }

const cleanup = loadModel(); // Later: cleanup();

Pitfall 4: Incorrect Transform Hierarchy

Problem: Transforms not propagating correctly.

// ❌ Wrong - setting world transform on child const parent = new pc.Entity(); const child = new pc.Entity(); parent.addChild(child);

child.setPosition(5, 0, 0); // Local position parent.setPosition(10, 0, 0); // Child is at (15, 0, 0) in world space

// ✅ Correct - understand local vs world child.setLocalPosition(5, 0, 0); // Explicit local // or const worldPos = new pc.Vec3(15, 0, 0); child.setPosition(worldPos); // Explicit world

Pitfall 5: Physics Not Initialized

Problem: Physics components don't work.

// ❌ Wrong - Ammo.js not loaded const entity = new pc.Entity(); entity.addComponent('rigidbody', { type: pc.BODYTYPE_DYNAMIC }); // Error: Ammo is not defined

// ✅ Correct - ensure Ammo.js is loaded const script = document.createElement('script'); script.src = 'https://cdn.jsdelivr.net/npm/ammo.js@0.0.10/ammo.js'; document.body.appendChild(script);

script.onload = () => { Ammo().then((AmmoLib) => { window.Ammo = AmmoLib;

// Now physics works
const entity = new pc.Entity();
entity.addComponent('rigidbody', { type: pc.BODYTYPE_DYNAMIC });
entity.addComponent('collision', { type: 'box' });

}); };

Pitfall 6: Canvas Sizing Issues

Problem: Canvas doesn't fill container or respond to resize.

// ❌ Wrong - fixed size canvas const canvas = document.createElement('canvas'); canvas.width = 800; canvas.height = 600;

// ✅ Correct - responsive canvas const canvas = document.createElement('canvas'); const app = new pc.Application(canvas);

app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW); app.setCanvasResolution(pc.RESOLUTION_AUTO);

window.addEventListener('resize', () => app.resizeCanvas());

Resources

Quick Reference

Application Setup

const app = new pc.Application(canvas); app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW); app.setCanvasResolution(pc.RESOLUTION_AUTO); app.start();

Entity Creation

const entity = new pc.Entity('name'); entity.addComponent('model', { type: 'box' }); entity.setPosition(x, y, z); app.root.addChild(entity);

Update Loop

app.on('update', (dt) => { // Logic here });

Loading Assets

const asset = new pc.Asset('name', 'type', { url: '/path' }); app.assets.add(asset); asset.ready(() => { /* use asset */ }); app.assets.load(asset);

Related Skills: For lower-level WebGL control, reference threejs-webgl. For React integration patterns, see react-three-fiber. For physics-heavy simulations, reference babylonjs-engine.

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