Cursor rule
Rules working with the splat-viewer component.
Cursor rule
Rules working with the splat-viewer component.
Cursor rule
Rules for creating 3D React content.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
Use before loading, placing, scaling, or animating GLB assets in PlayCanvas to measure bounds, grounding offset, clips, joints, and hierarchy offline with the bundled zero-dependency inspector.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
Use when changing PlayCanvas rendering code that must not change the rendered image — draw-call optimization, hardware instancing, shader or material refactors, or asset pipeline swaps — to prove the output unchanged before shipping.
Plugin Claude Code
Skills for building with PlayCanvas products.
Plugin Claude Code
Skills for building applications with PlayCanvas Engine.
Instructions file CodexOpenCode
Instructions for playcanvas/skills, covering playcanvas skills, repository layout, skill changes and verification.
Instructions file
Instructions for playcanvas/skills, a project described as: Reusable skills for AI coding agents working with PlayCanvas products.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
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.