Hey Max, thx for responding.
I’ve taken a different approach to solve this.
First i’ve decided that the best option would be to manage the playcanvas app totally outside of angular, by embedding an iframe on the place i want to use it. At this times there are lot of resources sharing different ways to use an iframe almost transparently to the user, no borders, no weird effects… just works fine.
Then, as you said, i’ve changed the way to set scripts to entities, the new way worked almost at once.
var PickerRaycast = pc.createScript('pickerRaycast');
// initialize code called once per entity
PickerRaycast.prototype.initialize = function () {
this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.onSelect, this);
};
PickerRaycast.prototype.onSelect = function (e) {
var from = this.entity.camera.screenToWorld(e.x, e.y, this.entity.camera.nearClip);
var to = this.entity.camera.screenToWorld(e.x, e.y, this.entity.camera.farClip);
var result = this.app.systems.rigidbody.raycastFirst(from, to);
if (result) {
var pickedEntity = result.entity;
console.log(pickedEntity.name);
}
};
The only thing i had to figure out, and it was really hard to, was to add a collision component to the object i wanted to pickray. Once i figured it out, it started to work flawlessly.
// add a collision component
entity.addComponent("collision", {
type: "sphere",
radius: 0.6
});
A new question has appeared now, not sure if i should ask it here because it’s a completely different topic… but let´s do it 
I wasn’t able to create a precise raypicking collision, it looks like the collision sphere isn’t correctly aligned. The following picture shows the approximate area where the raypicking is working.

Thx again Max