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inspect-glblisted

Use before loading, placing, scaling, or animating GLB assets in PlayCanvas to measure bounds, grounding offset, clips, joints, and hierarchy offline with the bundled zero-dependency inspector.
playcanvas/skills · ★ 15 · Testing & QA · score 80
Install: claude install-skill playcanvas/skills
# Inspect GLBs Resolve `scripts/inspect.mjs` relative to this skill directory and run it before choosing entity transforms or animation names: ```sh node <skill-directory>/scripts/inspect.mjs public/models/Character.glb node <skill-directory>/scripts/inspect.mjs public/models/{Ship,Enemy}_*.glb ``` The output provides: - `dims` for calculating a uniform scale; - `groundOffset` for the model wrapper's local Y position; - `center` for the pivot offset from the geometry centre: a non-zero X or Z means the root's position is not where the model appears, and Y feeds grounding; - `boundsSource` and `boundsPose` for proving how and at which pose the bounds were measured; - `requiresRuntimeCheck` for animated morphs, skins, and incomplete decoding; - `nodePaths`, `clips`, `joints`, and `animationTargets` for animation setup and rig comparison; - `morphed`, `morphAnimated`, and `skinned` for pose-sensitive assets. ## Bounds precision `aabb`, `dims`, `center`, and `groundOffset` are decoded from actual vertex positions, default morph weights, and each node's world matrix. Confirm both source and pose before relying on them: - `vertices` means every primitive was decoded and the bounds are exact for `boundsPose`. - `accessor-minmax` means at least one primitive could not be decoded, so its bounds fall back to the node-transformed local box. That over-estimates a mesh which does not fill its own box on a node rotated off-axis, by up to 41 percent for a 45-degree yaw. `bounds