More tutorials items

I would like more examples. There are only basic ones, but I would like more concrete examples.

Shot, Camera after object, jump and so on. What really can be useful to everyone in the game.

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I’ve bumped into random tutorials posted on playcanvas, however, they’re not all concentrated in the tutorials section.

Googleing “playcanvas, [WHAT I NEED]” is usually my first go.

If that doesn’t work, I jump in here.

you should also keep an eye on

I know about these users. Just for people who are very knowledgeable about the development of games and will simply write something. But the tutorial page is designed primarily for beginners. For this I want that there would be examples of all the questions that may arise in creating a simple game.

With no intention of sound like a pompous a**, in my opinion and short use of this platform, playcanvas is still at a level where you kind of have to work for it.

Yes, there are basic tutorials… which if mixed correctly can get you very far. But the real complex stuff is in this forum.

I sometimes go through the forum just to see what the power users are asking about or promoting. That gives me a better idea of the potential of playcanvas and usually sparks a few new ideas of what I want to do… which will lead to testing, which will lead to questions, which will bring me back to the forums. A nice healthy cycle.

By the way… @Max, @Will and @Dave are not just people who are knowledgeable, they are some of the guys leading the development of playcanvas. (I believe there is another dude, but I can’t remember his handle)

You should also keep an eye on @Leonidas and @whydoidoit

Cool people doing interesting stuff.

Happy coding.

I see the future in the playcanvas is what you need now in the gaming industry. Millions of games in social networks (Russian) are the same … And Playcanvas provides an opportunity to create really good things. But the amount of information is very small and it is very difficult to find it.

The tutorials are more for how to use and apply the PlayCanvas API and features rather than teaching how to code or how to make a game.

For example, taking ‘Camera after object’ isn’t PlayCanvas specific. The way you make a camera follow another object is more or less the same no matter which engine or framework you use.

The API reference and manual are pretty comprehensive but I do appreciate they are quite technical.

If you are looking for a more complete tutorial, this series is pretty good for making a complete ‘game’ with PlayCanvas:

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I wrote here only in the general interest. If conditions are created for whatsoever that the newcomers are making their own efforts to create games on Playcanvas, this will help develop the community.

Unity has a huge number of examples and tutorials and unity is in the first place by the number of projects it creates. I want the playcanvas to evolve! My personal here is nothing to do with.

ps. I really liked the playcanvas :heart_eyes:

There are very few examples of using the playcanvas functions.

90% here almost impossible to use.
Because of the fact that studying the engine is so difficult the number of users is extremely small.

Many examples of use are simply necessary. Otherwise, even the basic things are done and using “crutches” …

Tutorials => Users => Free Plan :money_mouth_face: => Personal Plan :money_with_wings: => Organization Plan :moneybag:

Now Playcanvas is just interesting and a very cool editor.
But to do something that a very small number of people can do. Because everywhere “crutches”! :confused:

Can you give some examples of tutorials that you would like to see?

The Explore page is more about seeing other people’s work and not for teaching and mostly covers showcase pieces or whatever is actively worked on. I do agree it be nice to have a search for project names though.

A tip that will help is to use the site: keyword in a google search, eg
site: video textures

  1. turn behind the mouse cursor. (70% browser games can use this)
  2. Basic “shooting” (Now everyone makes shots as well as he can. Having a basic extensible mechanism it was possible to simplify this task. 50% of browser games can use this. A blow of the sword or a shot towards the cursor.)
  3. jumps
  4. The car is simple.

ps. My thoughts. Might not be entirely clear.
I perfectly understand that we have written how to use these or other things. But the playcanvas will not be popular if it is used by 100 people …

As an example, look at Unity. A huge community and a database of materials. Even a shop. At first, in the mazazine, Unity was only the goods from the company itself.

To the premier, the unreal shop began to fill up very quickly.

I’m talking about a large number of examples, not for myself, but for future users.
Now people coming here see a great editor. Very clear and easy-to-ground and extremely poor in examples of documentation.

“90% here almost impossible to use.”

On this page is practically nothing for one reason. Scarce examples. Their projects can only be done very persistent. Using a large number of “crutches”.

Playcanvas is a great invention. But without sufficient bases tutorials this will be the game engine for a very narrow circle of people…

Few people = few games.
Few games = no money for Playcanvas.

And really want to see this project brought good money

I’m looking at and a very small number of games are 3rd or 1st person based.

That said, implementing a 3rd person camera is the very much the same in any engine or framework which is where my earlier point of making the separation between learning how to use the engine and learning how to make certain features comes in.

It’s possible to take a generic 3rd person tutorial and apply it to PlayCanvas.

You could even use the Model Viewer/Orbit camera as a base to work from for the 3rd person camera.

This I agree with. There are few ‘ready’ assets to play around with and make things with that would be useful. At the moment, the only way to share scripts, assets is on the forums or other media like Twitter.

Not sure what you mean by this or what you mean by ‘crutches’? The active page is usually the ball tutorial because that is the first project is generated. It’s a bit annoying and personally I don’t use it. I prefer the dashboard view, Twitter or the forums to find cool stuff that people have done in PlayCanvas or WebGL.

Also, you have to bear in mind that like Unity, a lot of games/apps released that are made in the engine won’t advertise what they are made with and therefore don’t showcase it as a demo to the product.

From the GitHub page, PlayCanvas clients tend to be from large companies who look for the ‘best’ 3D renderer they can get.

For example, jhinrichs helped develop the visualizer here in PlayCanvas:

Other clients include Disney, King, Zynga, Miniclip, Nickelodeon, Leapfrog, IGT, ARM, Samsung, Mozilla and Facebook according to the engine page.

It sounds like you would want a showcase of all the cool stuff you can do in PlayCanvas and more importantly, how to make it.

I agree with you that a lot of the documentation and tutorials is geared towards an experienced developer, someone who knows how to make apps/games already and just wants to learn the engine.

Personally, I will not hide what the game is made. I’ll leave the logo Playcanvas or will make a beautiful Intro.

Thanks for your suggestions @zeonish! We definitely want everyone to be able to learn how to use PlayCanvas as easily and quickly as possible. Let us know what sort of tutorials would help you get the most out of PlayCanvas and we will look into adding them.

Also there is the PlayCanvas Store (or Library) here where you can find some assets and scripts, although you cannot add your own there.

Also some people have taken it up themselves to build new tutorials like @Leonidas - comparing us with Unity is understandable but we are a small team not a huge company so we’re trying to balance making new tutorials with making new features that will help more people do more stuff!


Thank you. I really want the playcanvas to become as big a company as unity or even as UNREAL and CryTech. (Why not?)

But for the fact that the project would bring money, he needs to be a priest, and popularity can be given by people with their projects.

  1. turn-by-course mouse. In my opinion this should be part of the engine as an option by default.

  2. Tracking mouse position on the screen. (Position, length from the object to the castel)

  3. Shot. Implementation of basic shooting. (First person, third person, top-down, twin stick)

  4. Jump

  5. The implementation of the transport (I understand that there are things ammo.js)

  6. There may be more initial templates of games(projects) ?

  7. UI system specifically for Playcanvas. To make the Html designer UI (to Make it pluggable. If who does not need it can disable it). Users must understand the code of game development and the API and not sit for 2 weeks creating a UI.

7.1 Thoughts… to Integrate html + css + playcanvas. This will allow you to create a fantastic UI.

I think playcanvas is the future of the web. But if you miss the moment then you will lose all the innovative component of the project.

ps. Again. You have a great editor!!! He is very logical and understandable. The main problem is the lack of basic things.

There is one that got released not too long ago:
Or are looking for more advanced features?

the drop down menu and a scrolling list, of it’s advanced features? :sweat_smile:

canvas does not allow you to do much… because of its features. But lists are extremely necessary in the games.

I think as well created playcanvas UI framework(playcanvas UI js framework). Which would be the most optimized and which can be used to create the interface.

But this is just my thoughts

I just don’t think the developers would want that playcanvas engine was doing demo projects and billboards… I think the main purpose of creation is the production of good games.

The element system allows you to build WebGL UIs but it doesn’t yet offer more advanced components. We do plan to add them though at some point. If you are looking to build complex UI’s with scrolling, inputs etc then best bet is to use HTML / CSS. There are tutorials on how to build HTML / CSS UIs on our Developers site.