Billboards
Keep planes facing the camera for trees, flares, and sprites that always show their front toward the viewer.
Keep planes facing the camera for trees, flares, and sprites that always show their front toward the viewer.
Use camera and light mask groups so specific lights and views only affect chosen models in layered scenes.
Render from a camera to a texture and export pixels as a PNG for captures and sharing from your app.
Add a lightweight FPS overlay script to monitor frame rate during development and performance tuning.
Place clickable hotspots in the 3D view that open info panels using raycasts and screen overlays.
Load Draco-compressed GLB models in PlayCanvas with the right pipeline so meshes stay small without breaking rendering.
Load glTF GLB files as binary assets at runtime and add the resulting model instance to your PlayCanvas scene hierarchy.
Combine multiple cameras and render layers to mix screen-space UI with world-space elements in one PlayCanvas scene.
Split the canvas into separate camera viewports by adjusting each camera rectangle for picture-in-picture or split-screen views.
Render planar reflections for mirrors and water by projecting the scene onto a plane with a reflective shader pass.
Shade a globe with Earth textures, materials, and shaders to present a stylized planetary body in real time.
Generate a gradient texture in code and apply it to materials instead of importing a bitmap for smooth color ramps.
Build a rainbow ribbon trail by updating mesh vertices and colors with the Mesh API for dynamic GPU-driven geometry.
Render a 3D preview with a dedicated camera into UI elements such as inventory icons or character selection panels.
Scale internal 3D resolution for performance while keeping crisp screen-space UI by separating world and overlay render paths.
Approximate a stylized water plane with scrolling normals and fresnel-tinted materials for simple reflective surfaces.
Merge static meshes into fewer draw calls with batching to cut CPU overhead while keeping non-moving geometry efficient.
Use stencil tests to mask a playing-card shape and reveal a separate 3D scene through the window like a magic portal.
Generate normal and parallax maps for dynamic text so lettering catches light and reads embossed on surfaces.
Distort sprite UVs in a custom GLSL shader to create wavy or bulging effects without rebuilding mesh geometry each frame.
Layer world-space Element panels so UI quads draw after opaque geometry and stay readable over busy 3D scenes.