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();
2. 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);
3. 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
});
4. 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 < 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);
2. 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;
});
});
3. 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]);
4. 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
- Official API: https://api.playcanvas.com/
- Developer Docs: https://developer.playcanvas.com/
- Examples: https://playcanvas.github.io/
- Editor: https://playcanvas.com/
- GitHub: https://github.com/playcanvas/engine
- Forum: https://forum.playcanvas.com/
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.