verify-pixels
Use when a PlayCanvas rendering change is meant to leave the image unchanged, to prove it with deterministic captures and pixel comparison.
SKILL.mdskills/verify-pixels/SKILL.md
GitHubProve pixels unchanged
Choose the gate
- Byte-exact: the change keeps the same decoded data and the same shading math, so every pixel must match.
- Side-by-side review: the change alters sampled values, random order, precision, or where math runs. Report it as "not byte-gateable" and show old and new at each pose; do not invent thresholds.
Make frames deterministic
- Load every asset and match camera, canvas size, lighting, and animation time between builds. Seed incidental randomness.
- Drive animated shaders from one app-owned time value, not
Date.now()orperformance.now(). app.timeScale = 0makesdtzero, butupdatestill runs; anything counting frames or reading wall-clock time still advances.- Set
app.autoRender = false, thenapp.renderNextFrame = truebefore each frame to capture.
Capture and compare
- WebGL:
await (device as WebglGraphicsDevice).readPixelsAsync(x, y, w, h, pixels). WebGPU: render into aRenderTargetand read itscolorBufferwithTexture#read(). Avoid colour conversion and lossy encoding. - Capture the unmodified build twice first. The captures must match exactly, or the harness itself is noisy.
- Cover every touched surface in at least two poses, plus a mid-animation phase where relevant.
- Report the count, for example "0 of 65536 pixels differ", or the count and where the differences are. "Looks the same" is not a result.
Keep harness code out of the shipped bundle; attach it through inspect-runtime.