We will be posting updates in this thread: Editor does not load... :(
Hi there
Does PlayCanvas have Play mode like Unity? Itās a life saver when you want to debug the gameplay.
Playmode:
Hi there,
I tried to drag GLTF file into the editor but it wonāt work. Does the editor support GLTF?
No it doesnāt, but there is an editor API available that potentially can be used to execute code in editor.
https://developer.playcanvas.com/en/user-manual/designer/editor-api/
There is also this community framework that can easily execute any of your runtime scripts in editor:
No, there isnāt editor support for loading GLTF files directly, but itās being worked on right now so it will become available. For the moment you will have to upload FBX files that get converted to GLB to use and render them in editor.
I have my own runtime graph inspector tools that I use to debug scenes with https://github.com/yaustar/yaustar.github.io/tree/master/playcanvas-devtools
Hi Leonidas,
Thank you so much for your reply!
Regarding the GLTF, is it possible for me to use Three.js GLTF loader script(https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js) for now?
Also, when will you launch the GLTF support?
@Zero PlayCanvas does support runtime loading of glTF binary files, you just can see them in Editor yet.
https://developer.playcanvas.com/en/tutorials/loading-gltf-glbs/
Hi Yaustar,
Thank you for your timely reply! Does PlayCanvas support loading of glTF file (not binary)? For my use case, I want to load glTF files from a server.
yes it does. You can test them out in the view, just drag & drop the gltf file along with the binary data
https://playcanvas.com/viewer
I donāt have an example handy for text based gLTF files but in the project I linked before, thereās a function called loadGlbContainer or something similar in glb-utils.js
that makes it easier to load a GLB binary from a URL for a project.
Hi mavaligursky,
It works, thank you very much!
Hi yauster,
Thank you for your reply. I will take a look at it.
Please adjust the mouse wheel speed. Unable to use editor with Apple magic mouse
Should be okay with the magic mouse. Can you try selecting an entity, press F to focus on it and then using the scroll wheel to zoom?
This is a 1 mm movement of the finger.
Retina 13 inch display
May be related to scroll sensitivity on MaxOS. We really ought to have separate option for that in the Editor. Made a note to add a feature request to out backlog
What about adding the Ammo module by default? Users who donāt know what it does, donāt have to care about adding it and users who donāt want to use it, can easily remove the folder.
Another option is, to add a blank project where gravity is used by default. I imagine the current blank project with a plane and instead of a static box a dynamic box thatās falling on the plane.
We are unlikely to do that because it adds to the size of the project hence it is opt in. Not every experience/app needs physics.
This is more likely but probably a FPS or similar starter kit. Weāve recently added roll a ball project that uses physics.