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Build App

skill-playcanvas-skills-build-app · by playcanvas

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.

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Install

$ agentstack add skill-playcanvas-skills-build-app

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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no reviews yet
1mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Build an Engine application

Read package.json and the application entry point before changing its structure. Choose the authoring surface from the code being edited:

  • read [references/react.md](references/react.md) for @playcanvas/react imports and JSX;
  • read [references/web-components.md](references/web-components.md) for pc-* elements or

@playcanvas/web-components imports;

  • read [references/direct-engine.md](references/direct-engine.md) for direct playcanvas bootstrap

code without a wrapper-owned lifecycle.

Installed dependencies alone are insufficient when a project contains more than one surface. Preserve the surface that owns the current entry point and lifecycle.

Render at an intentional density

PlayCanvas defaults graphicsDevice.maxPixelRatio to 1 for predictable fill-rate cost. In a quality-oriented browser app, set it deliberately after the application exists and before its initial automatic resize; Math.min(window.devicePixelRatio, 2) is a practical high-DPI starting point. Keep 1 only as a measured performance decision, and resize the canvas again after changing the value.

Verify the real backbuffer in a browser: for automatic resolution, canvas.width / canvas.clientWidth and the height ratio should match the chosen pixel ratio. CSS dimensions and a screenshot filepath do not prove rendering density.

For every surface:

  • verify version-sensitive APIs against installed declarations or source;
  • keep one owner for application creation, assets, entities, update callbacks, and teardown;
  • prefer the surface's declarative or lifecycle primitives before reaching into the Engine;
  • put per-entity and per-frame behavior in an Engine Script when page or view state is not its

natural owner;

  • clamp the per-frame delta before advancing gameplay, timers, physics, or a state clock, so a

backgrounded tab or a slow frame cannot inject one large integration step;

  • clean up external events and resources in the lifecycle that created them.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.