en un clic
viverse-sdk-skills
viverse-sdk-skills contient 35 skills collectées depuis viverseofficial, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Three.js Polygon Streaming .xrg integration and debugging playbook for @polygon-streaming/web-player-threejs, including correct wrapper events, asset publishing, model fitting, and fallback replacement policy
Bundle entry for the exported VIVERSE PlayCanvas Toolkit workflow pack. Use when you want bundled VIVERSE PlayCanvas Toolkit skills, prompts, catalogs, and helper assets in one standalone package.
Collision detection patterns for Three.js games without physics engines
Protect third-party API keys by moving secret-bearing calls into VIVERSE Play Lambda scripts and keeping only non-secret user data in VIVERSE Storage.
Build or fix CPU racing drivers for Three.js or VIVERSE racing games. Use for waypoint loops, tile-to-route reconstruction, lap completion, recovery logic, and low-overhead debug workflows.
VIVERSE Login SDK integration for user authentication and SSO
Integrate VIVERSE Token Gateway for AI chat in published apps — auth header construction, non-streaming and SSE streaming patterns, rate-limit handling, and error recovery.
Upload and replace 3D model assets to VIVERSE using pls-cli. Use when the task involves uploading .zip/.glb/.obj files to VIVERSE, replacing existing assets, managing model conversion, or running pls-cli commands against stage/prod environments.
Replace GLB models, override materials, fetch textures, and add procedural decorations in static Three.js templates
Detect the user's language in a VIVERSE-hosted game and render localized text. Covers the _htc_lang_code cookie, URL param fallback, navigator.language fallback, and a minimal t() translation system.
Route VIVERSE feature requests to the correct skill set based on project type. Use when the user asks about multiplayer, leaderboard, publishing, or other features that exist in both general and PlayCanvas Toolkit variants.
Help a user choose the easiest VIVERSE PlayCanvas Toolkit workflow for their current goal, especially when they are unsure which tools they actually need.
Translate a user scene or feature request into a plan that reuses existing Toolkit support, chooses the right output path, and answers in plain language for non-technical users by default.
Troubleshoot VIVERSE PlayCanvas Toolkit sync and deployment issues. Use when local build, playcanvas-sync, PlayCanvas upload, or VIVERSE CLI publishing fails due to wrong paths, wrong app IDs, missing assets, invalid output folders, or mismatched workflow assumptions.
Publish a PlayCanvas Toolkit local build to VIVERSE via CLI. Only for projects using viverse-playcanvas-toolkit, not for general VIVERSE world publishing.
Help a user integrate low-risk default-room multiplayer into a local VIVERSE world project without implying generic multiplayer support. Not for matchmaking, named rooms, or host-authoritative gameplay; use viverse-multiplayer for those.
Help a user create a VIVERSE world directly in a local folder using the PlayCanvas Engine and the VIVERSE PlayCanvas Toolkit, without going through the PlayCanvas Editor, and publish that folder to VIVERSE.
Help a user integrate a grounded VIVERSE leaderboard into a local world project with one app ID, one leaderboard Studio Meta Name, score submit, and bounded ranking readback.
Help a user keep a local project folder and a PlayCanvas project in sync, with extra care for users who do not know command-line or file-format details.
Help a user figure out whether a folder is for editing, PlayCanvas sync, or final publishing, especially when they are unsure what is safe to upload.
Build, certify, and evolve file-backed VIVERSE templates with high-risk/editable contracts and runtime-safe generation rules.
Replace, fetch, and process texture/image assets in static PlayCanvas templates
Publishing PlayCanvas projects to VIVERSE Worlds via CLI
VIVERSE Matchmaking & Play SDK integration for multiplayer games. Use when building online 2-player games, turn-based sync, room create/join, or custom state sharing.
Build mobile-first VIVERSE utility tools and widgets using blank-webapp-v1 (no Lambda) or lambda-tool-v1 (Lambda-backed external APIs). Covers polls, countdowns, tickers, dashboards, and any iframe-embeddable tool app.
Persist user game state to VIVERSE cloud using the Storage SDK (CloudSaveClient). Covers cloud save, local fallback, first-login merge, async timing pitfalls, and exit-save patterns.
How to implement a global leaderboard for VIVERSE worlds using the official VIVERSE gameDashboard SDK
Attach weapon/prop GLB models to VRM avatar hand bones in Three.js + @pixiv/three-vrm. Use for: weapon attachment, prop parenting, hand pose/grip animation, bow/sword/staff hold pose, fixing prop floating at forearm or wrist, fixing weapon orientation mismatch, adding emissive glow to weapon models. Covers normalized vs raw bone hierarchy, world-space holder pattern, palm center positioning, and finger curl poses.
How to correctly retarget external animations (VRMA, Mixamo GLB) onto VIVERSE avatars in PlayCanvas or Three.js, and how to drive procedural bone poses directly for game characters.
Build VIVERSE-enabled browser games in vanilla Three.js using @pmndrs/viverse and @viverse/sdk. Use when you want Three.js without React.
Loading and displaying VIVERSE user avatars (GLB/VRM) in 3D scenes
Physics-based avatar movement, colliders, and camera follow in PlayCanvas + Ammo.js scenes
Streaming, rendering, and decoding Google Maps Photorealistic 3D Tiles in PlayCanvas
Build browser 3D games with React Three Fiber and @react-three/viverse. Use for initial scene setup, character controls, physics body setup, and VIVERSE-ready project foundations.
Show VIVERSE user profile in React Three Fiber scenes using @react-three/viverse hooks. Use for player tag UI, avatar icon rendering, and profile-safe fallbacks.