Updated 3d ago
by playcanvas
skills
Reusable skills for AI coding agents working with PlayCanvas products
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- 16 skills (16 skills found in its SKILL.md files)
- 8 forks (8 forks)
- 3d ago last update (Last updated 3d ago)
Install
Skills CLI
npx skills add playcanvas/skills
Asks which skills and agents to install. Just one: npx skills add playcanvas/skills --skill add-effects — add -g for every project.
Claude Code
git clone https://github.com/playcanvas/skillscp -r "skills/skills/add-effects" ~/.claude/skills/
Copies the add-effects skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.
Plugin
/plugin marketplace add playcanvas/skills
Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.
Skills can run code on your machine — read the SKILL.md first.
What it does
In the author's own words, from each skill's SKILL.md.
-
add-effects
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.
skills/add-effects/SKILL.md on GitHub (opens in a new tab) -
apply-conventions
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.
skills/apply-conventions/SKILL.md on GitHub (opens in a new tab) -
assemble-scene
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.
skills/assemble-scene/SKILL.md on GitHub (opens in a new tab) -
bake-lighting
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.
skills/bake-lighting/SKILL.md on GitHub (opens in a new tab) -
build-app
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.
skills/build-app/SKILL.md on GitHub (opens in a new tab) -
build-hud
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.
skills/build-hud/SKILL.md on GitHub (opens in a new tab) -
calibrate-model
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.
skills/calibrate-model/SKILL.md on GitHub (opens in a new tab) -
configure-animation
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.
skills/configure-animation/SKILL.md on GitHub (opens in a new tab) -
find-examples
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.
skills/find-examples/SKILL.md on GitHub (opens in a new tab) -
inspect-glb
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.
skills/inspect-glb/SKILL.md on GitHub (opens in a new tab) -
light-scene
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 set key and ambient lighting, sky and image-based lighting, shadows, tone mapping and exposure, water, and a restrained post-process grade of bloom, fog, and colour.
skills/light-scene/SKILL.md on GitHub (opens in a new tab) -
manage-game-state
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.
skills/manage-game-state/SKILL.md on GitHub (opens in a new tab) -
override-shader-chunks
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.
skills/override-shader-chunks/SKILL.md on GitHub (opens in a new tab) -
reduce-draw-calls
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.
skills/reduce-draw-calls/SKILL.md on GitHub (opens in a new tab) -
reuse-scripts
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 approved art direction.
skills/reuse-scripts/SKILL.md on GitHub (opens in a new tab) -
verify-pixels
Use when changing PlayCanvas rendering code that must not visibly change the rendered image — draw-call optimization, hardware instancing, shader or material refactors, noise or lightmap bakes, or asset pipeline swaps — before shipping.
skills/verify-pixels/SKILL.md on GitHub (opens in a new tab)
No skill matches that filter.
Review before you install
A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.