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Skill v1.0.0

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playcanvas/create-playcanvas/reuse-scripts
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PublishedSeptember 21, 2026 at 08:35 AM
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version: "1.0.0" name: reuse-scripts description: Use before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.


Reuse shipped Engine code

Before writing behaviour, check what the installed playcanvas package already provides.

Scripts live under scripts/esm/**; import only from there. List them:

sh
rg 'static scriptName =' node_modules/playcanvas/scripts/esm \
| sed "s|.*/scripts/esm/||; s|:.*static scriptName = ['\"]| -> |; s|['\"].*||" \
| sort

Common ones are CameraControls, FirstPersonController, ThirdPersonController, ShadowCatcher, ProceduralSky, Water, and Grid, plus XR and splat scripts. Modules under scripts/esm/parsers are resource-handler classes, not scripts.

Core exports that are not scripts include CameraFrame for post-processing, Picker (getSelectionAsync), TransformGizmo, OutlineRenderer, MiniStats, GltfExporter, and UsdzExporter.

Integrate

  1. Read the source for exports, @attribute properties, defaults, and required components.
  2. Find its official example with find-examples, and copy the assets, layers, scene settings, and

render setup it depends on.

  1. Adapt configuration and extension points. If nothing fits, implement only the missing part and

say what was missing.

  1. After a rendered frame, fail on console, shader, or missing-asset errors.

Keep a shipped script's input mapping and damping unless asked otherwise, and verify input directions with real input rather than deriving signs from memory.

Grouped property updates differ by surface; preserve defaults you do not change. Read only the reference matching the code: direct Engine, React, or Web Components.

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