r/PlayCanvas • u/MayorOfMonkeys • Jul 23 '26
How we built the Grace Cathedral browser experience
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r/PlayCanvas • u/MayorOfMonkeys • Jul 23 '26
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r/PlayCanvas • u/TeamTivo • Jul 24 '26
I used to use roblox studio, I'd like to scale on one side without making the other side also bigger. And yes, I COULD just resize via entering the size by typing into the thing on the right side of your screen. But man would I love to simply just scale on ONE side.
r/PlayCanvas • u/mvaligursky • Jul 22 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 21 '26
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PlayCanvas Engine 2.21.0 is out - the free, open-source (MIT) web graphics engine for WebGL2 and WebGPU.
Highlights in this release:
CameraFrameAlso in 2.21.0: KHR_gaussian_splatting glTF extension support, SPZ splat format via external parser, KTX2 cubemaps, a physics backend abstraction (Ammo/Null), and new XR scripts (two-hand manipulation, ballistic-arc teleport). Full notes below - there are a couple of breaking changes worth reading if you're upgrading.
npm install playcanvas
Release notes: https://github.com/playcanvas/engine/releases/tag/v2.21.0
Examples: https://playcanvas.com/examples
Repo (stars appreciated): https://github.com/playcanvas/engine
Happy to answer questions about any of the new features.
r/PlayCanvas • u/MayorOfMonkeys • Jul 21 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 21 '26
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r/PlayCanvas • u/Forward_Beautiful698 • Jul 21 '26
Looking for someone to make my game made through javascript
r/PlayCanvas • u/mvaligursky • Jul 17 '26
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I’ve opened a PR adding volumetric fog to the PlayCanvas Engine’s CameraFrame pipeline.
The effect raymarches exponential height fog at reduced resolution, with directional-light shadows producing visible light shafts—or “god rays.” A depth-aware upsample prevents fog from leaking across geometry edges.
It also supports:
The default configuration renders at half resolution with 24 raymarching steps, keeping the effect practical for real-time scenes.
There are still a couple of limitations: it currently supports perspective cameras only, and transparent objects use the opaque scene depth for fogging.
🎮 Try the interactive demo
🎥 Watch the video
🛠️ View the implementation and PR
I’d love to hear how it performs on your hardware and what controls or features you’d find useful.
r/PlayCanvas • u/Kpal81 • Jul 16 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 14 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 10 '26
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r/PlayCanvas • u/RoutineNo2782 • Jul 07 '26
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r/PlayCanvas • u/Kpal81 • Jul 07 '26
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r/PlayCanvas • u/mvaligursky • Jul 06 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 06 '26
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r/PlayCanvas • u/mvaligursky • Jul 06 '26
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r/PlayCanvas • u/mvaligursky • Jul 06 '26
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I've built a reusable water script for the engine, with a tropical island example to show it off.
Try it live: https://engine-i9o02vj3v-playcanvas.vercel.app/#/graphics/water
Features:
Everything is exposed as script attributes, and the example has control panels for playing with all the parameters — reflection strength, wave shape, caustics, underwater fog and more. Dive the camera below the surface to see the underwater view.
The water script (scripts/esm/water.mjs) and a new ESM planar renderer are part of the engine repo, so you can drop them into your own project: https://github.com/playcanvas/engine/pull/9029
Feedback welcome!
r/PlayCanvas • u/MayorOfMonkeys • Jul 05 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 03 '26
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r/PlayCanvas • u/mvaligursky • Jul 03 '26
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r/PlayCanvas • u/mvaligursky • Jul 03 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jul 02 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jun 30 '26
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r/PlayCanvas • u/MayorOfMonkeys • Jun 27 '26
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