FoliMesh

Palms for PlayCanvas

These palm models arrive in the Editor as GLB container assets: upload a file and PlayCanvas builds a template with the full model hierarchy; in engine-only code, app.assets.loadFromUrl(url, 'container') followed by asset.resource.instantiateRenderEntity() does the same. Coconut Palm, Date Palm, Canary Palm, Washingtonia and Fan Palm each ship with LOD0–LOD3 and a pivot at the base, so they sit on a shoreline without sinking into the sand.

PlayCanvas has no built-in LOD component, so a short distance-check script toggles the render components of the four LOD entities. Static palms share a batch group to cut draw calls; larger groves use hardware instancing with meshInstance.setInstancing(). Fronds rely on glTF MASK, which sets alphaTest on the StandardMaterial — set cull mode to none for two-sided leaves. Collision is a mesh collision component plus a static rigidbody.

Models
5
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

Using it in PlayCanvas

PlayCanvas treats GLB as a container asset. In the Editor, upload GLB (FBX is converted to GLB on import) to get a template with the model hierarchy; in engine-only code use app.assets.loadFromUrl(url, 'container') and asset.resource.instantiateRenderEntity().

  • LOD: there is no built-in LOD component, so a small script compares camera distance and toggles the render components of the LOD0–LOD3 entities.
  • Static trees can share a batch group to merge draw calls; for large forests use hardware instancing with meshInstance.setInstancing() and a vertex buffer of transforms.
  • Leaves: glTF MASK sets alphaTest on the StandardMaterial; use cull mode none for two-sided leaves.
  • Collision mesh: a collision component of type mesh plus a static rigidbody, with its render component disabled.

Packs

Other categories

Same in other styles

Same for other engines