AI Slop Code Risk Monitor

playcanvas/engine

SlopCodeMonitor badge for playcanvas/engine Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

Powerful web graphics runtime built on WebGL, WebGPU, WebXR and glTF

2.0 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for playcanvas/engine, a JavaScript project with 17,168 GitHub stars. SynthScan examined 350,115 lines of code across 1745 source files, recording 336 pattern matches distributed across 10 syntactic categories. The legacy adjusted pattern signal is 2.0 (Low pattern signal); it is not an authorship estimate.

Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.

2.0
Adjusted Signal
2.0
Raw Pattern Score
100%
Time Factor
2026-10-31
Last Push
17.2K
Stars
JavaScript
Language
350.1K
Lines of Code
1.7K
Files
336
Pattern Hits
2026-10-31
Scan Date
0.02
HC Hit Rate

Risk Review · Payload v1

Use each vector to guide manual verification of the underlying findings.

Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.

Cognitive Ownership Risk 4.3/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 296 finding(s).

Hallucinated Dependency & Supply Chain Risk 5.4/100 · LOW

Are imports declared and package/API names verified? 40 finding(s).

Agent Over-Engineering Ratio 0.4/100 · LOW

Are wrappers, guards, and repeated structures necessary? 30 finding(s).

PR Review Velocity Impact 9.1/100 · LOW

Which changes need focused human review? 336 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.

Severity Breakdown

Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.

CRITICAL 36HIGH 0MEDIUM 2LOW 298

Directory Score Breakdown

This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.

Pattern Findings

The scanner identified 336 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.

Hallucination Indicators36 hits · 385 pts
SeverityFileLineSnippetContext
CRITICALsrc/framework/app-base.js475 * this.app.systems.rigidbody.gravity.set(0, 0, 0);COMMENT
CRITICALsrc/framework/anim/binder/default-anim-binder.js130 const textureAsset = this.animComponent.system.app.assets.get(value[0]);CODE
CRITICALsrc/framework/components/particle-system/component.js1804 const layer = this.system.app.scene.layers.getLayerById(oldLayers[i]);CODE
CRITICALsrc/framework/components/particle-system/component.js1810 const layer = this.system.app.scene.layers.getLayerById(arg[i]);CODE
CRITICALsrc/framework/components/particle-system/component.js1903 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICALsrc/framework/components/particle-system/component.js1913 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICALsrc/framework/components/particle-system/component.js2125 if (!depthLayer) depthLayer = this.system.app.scene.layers.getLayerById(LAYERID_DEPTH);CODE
CRITICALsrc/framework/components/gsplat/component.js954 const scopeId = this.system.app.graphicsDevice.scope.resolve(name);CODE
CRITICALsrc/framework/components/camera/component.js1229 const depthLayer = this.system.app.scene.layers.getLayerById(LAYERID_DEPTH);CODE
CRITICALsrc/framework/components/camera/component.js1259 this.system.app.scene.layers.markDirty();CODE
CRITICALsrc/framework/components/camera/component.js1278 this.system.app.scene.layers.markDirty();CODE
CRITICALsrc/framework/components/camera/component.js1362 const layer = this.system.app.scene.layers.getLayerById(layers[i]);CODE
CRITICALsrc/framework/components/camera/component.js1373 const layer = this.system.app.scene.layers.getLayerById(layers[i]);CODE
CRITICALsrc/framework/components/element/component.js724 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICALsrc/framework/components/element/component.js740 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICALsrc/framework/components/element/component.js2925 const layer = this.system.app.scene.layers.getLayerById(this.layers[i]);CODE
CRITICALsrc/framework/components/element/component.js2937 const layer = this.system.app.scene.layers.getLayerById(this.layers[i]);CODE
CRITICALsrc/framework/components/element/text-element.js406 const rtlReorderFunc = this._system.app.systems.element.getRtlReorder();CODE
CRITICALsrc/framework/components/joint/component.js1251 this.system.app.systems.rigidbody.physicsWorld.destroyJoint(joint);CODE
CRITICALsrc/framework/components/model/component.js476 const layer = this.system.app.scene.layers.getLayerById(this.layers[i]);CODE
CRITICALsrc/framework/components/sprite/component.js844 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICALsrc/framework/components/sprite/component.js860 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICAL…c/framework/components/sprite/sprite-animation-clip.js370 this._component.system.app.assets.off(`add:${asset.id}`, this._onSpriteAssetAdded, this);CODE
CRITICAL…c/framework/components/sprite/sprite-animation-clip.js384 this._component.system.app.assets.load(asset);CODE
CRITICAL…c/framework/components/sprite/sprite-animation-clip.js398 this._component.system.app.assets.off(`load:${asset.data.textureAtlasAsset}`, this._onTextureAtlasLoad, thisCODE
CRITICAL…c/framework/components/sprite/sprite-animation-clip.js425 this._onSpriteAssetLoad(this._component.system.app.assets.get(spriteAsset));CODE
CRITICALsrc/framework/components/light/component.js1262 const layer = this.system.app.scene.layers.getLayerById(oldValue[i]);CODE
CRITICALsrc/framework/components/light/component.js1269 const layer = this.system.app.scene.layers.getLayerById(value[i]);CODE
CRITICALsrc/framework/components/light/component.js1394 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICALsrc/framework/components/light/component.js1404 const layer = this.system.app.scene.layers.getLayerById(this._layers[i]);CODE
CRITICAL⚡src/framework/components/layout-group/component.js443 this.system.app.systems.element.off('add', this._onElementOrLayoutComponentAdd, this);CODE
CRITICAL⚡src/framework/components/layout-group/component.js444 this.system.app.systems.element.off('beforeremove', this._onElementOrLayoutComponentRemove, this);CODE
CRITICAL⚡src/framework/components/layout-group/component.js445 this.system.app.systems.layoutchild.off('add', this._onElementOrLayoutComponentAdd, this);CODE
CRITICAL⚡src/framework/components/layout-group/component.js446 this.system.app.systems.layoutchild.off('beforeremove', this._onElementOrLayoutComponentRemove, this);CODE
CRITICALsrc/framework/components/collision/trigger.js75 this.app.systems.rigidbody.physicsWorld.destroyBody(this.body);CODE
CRITICALsrc/framework/graphics/scene-depth-reader.js545 this.camera.system.app.scene.off(EVENT_POSTRENDER, this._onPostRender);CODE
Over-Commented Block251 hits · 251 pts
SeverityFileLineSnippetContext
LOWexamples/README.md181Examples can also contain comments which allow you to define the default configuration for your examples as well as overCOMMENT
LOWexamples/assets/wasm/zstd/zstd.wasm.js1// Glue script for the ZSTD decompression WebAssembly module (decompression only).COMMENT
LOWscripts/posteffects/posteffect-bloom.js21 // along a line in both directions from the center.COMMENT
LOW.github/CONTRIBUTING.md261// Classes should be CamelCaseCOMMENT
LOW.github/CONTRIBUTING.md281// PosX: 0,COMMENT
LOWsrc/framework/anim/state-graph/anim-state-graph.js41 // "states": {COMMENT
LOWsrc/framework/anim/state-graph/anim-state-graph.js101 // {COMMENT
LOWsrc/framework/parsers/texture/img-alpha-test.js1import { PIXELFORMAT_RGBA8 } from '../../../platform/graphics/constants.js';COMMENT
LOWsrc/framework/components/element/text-element.js381 // get the list of symbolsCOMMENT
LOW…framework/components/layout-group/layout-calculator.js301 // in total in order to fill the available space in the containerCOMMENT
LOWsrc/platform/graphics/shader-chunks/vert/gles3.js1export default /* glsl */`COMMENT
LOWsrc/platform/graphics/shader-chunks/vert/webgpu.js1export default /* glsl */`COMMENT
LOWsrc/platform/graphics/shader-chunks/frag/gles3.js41#if COLOR_ATTACHMENT_7COMMENT
LOWsrc/platform/graphics/shader-chunks/frag/gles3.js61#define itexture2D textureCOMMENT
LOWsrc/platform/graphics/shader-chunks/frag/gles3.js81#define TEXTURE_PASS(name) nameCOMMENT
LOWsrc/platform/graphics/shader-chunks/frag/webgpu.js1export default /* glsl */`COMMENT
LOWsrc/platform/graphics/shader-chunks/frag/webgpu.js21#ifndef outType_5COMMENT
LOWsrc/platform/graphics/shader-chunks/frag/webgpu.js41layout(location = 6) out highp outType_6 pcFragColor6;COMMENT
LOWsrc/platform/graphics/shader-chunks/frag/webgpu.js61#define texture2DProjGradEXT texture2DProjGradEXT_is_no_longer_supported_use_texture2DProjGrad_insteadCOMMENT
LOWsrc/platform/graphics/webgpu/webgpu-render-target.js341 // transient (memoryless) depth - keep the contents on-chip only, which precludesCOMMENT
LOWsrc/platform/graphics/webgpu/webgpu-render-target.js541 }COMMENT
LOWsrc/platform/graphics/webgpu/webgpu-query-set.js121 // Frame GPU time is reported as the span from the earliest begin to the latest endCOMMENT
LOWsrc/platform/graphics/webgpu/webgpu-xr-bridge.js101 // the layer is created without a depthStencilFormat, so per the WebXR/WebGPU bindingCOMMENT
LOW…atform/graphics/webgpu/webgpu-shader-processor-wgsl.js301// var shadowMap : texture_depth_2d;COMMENT
LOWsrc/scene/light.js1221COMMENT
LOWsrc/scene/materials/standard-material-parameters.js161 // forceUv1COMMENT
LOWsrc/scene/gsplat-unified/gsplat-projector-constants.js1// Shared constants for the hybrid gsplat renderer's projection cache. Mirrored into WGSL viaCOMMENT
LOWsrc/scene/gsplat-unified/gsplat-projector-constants.js21// sizes are unchanged). Only the per-eye screen position is duplicated; everything else is sharedCOMMENT
LOWsrc/scene/gsplat-unified/gsplat-hybrid-renderer.js561 // sort's indirect dispatch args written above (by the interval compaction and projectorCOMMENT
LOWsrc/scene/shader-lib/glsl/chunks/lit/vert/litMain.js41#ifdef LINEAR_DEPTHCOMMENT
LOWsrc/scene/shader-lib/glsl/chunks/lit/vert/litMain.js101 vUv0 = uv0;COMMENT
LOWsrc/scene/shader-lib/glsl/chunks/lit/vert/litMain.js121 vVertexColor = gammaCorrectInput(vertex_color);COMMENT
LOWsrc/scene/shader-lib/glsl/chunks/lit/frag/TBN.js1export default /* glsl */`COMMENT
LOW…der-lib/glsl/chunks/lit/frag/debug-process-frontend.js1export default /* glsl */`COMMENT
LOW…cene/shader-lib/glsl/chunks/lit/frag/clusteredLight.js1export default /* glsl */`COMMENT
LOWsrc/scene/shader-lib/glsl/chunks/lit/frag/litMain.js1// main shader of the lit fragment shaderCOMMENT
LOWsrc/scene/shader-lib/glsl/chunks/lit/frag/litMain.js21 #include "frontendCodePS"COMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js1// backend shader implementing material / lighting for the lit material for forward renderingCOMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js141COMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js161 #endifCOMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js181 litArgs_clearcoat_specularity = 1.0;COMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js221 #endifCOMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js241 #endifCOMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardBackend.js261 #include "outputAlphaPS"COMMENT
LOW…ib/glsl/chunks/lit/frag/pass-forward/litForwardMain.js21 #if LIT_NONE_SLICE_MODE == SLICEDCOMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardPreCode.js1// backend shader implementation code which executes prior to the front end code, and contains codeCOMMENT
LOW…glsl/chunks/lit/frag/pass-forward/litForwardPreCode.js21 #include "flatNormalPS"COMMENT
LOW…/chunks/lit/frag/pass-forward/litForwardDeclaration.js41 uniform vec2 ssaoTextureSizeInv;COMMENT
LOW…/chunks/lit/frag/pass-forward/litForwardDeclaration.js61 float dShadowCatcher = 1.0;COMMENT
LOW…lsl/chunks/lit/frag/pass-forward/litForwardPostCode.js1// backend shader implementation code which executes after the front end code.COMMENT
LOW…lsl/chunks/lit/frag/pass-forward/litForwardPostCode.js21// fresnel is also needed by refractionCOMMENT
LOW…lsl/chunks/lit/frag/pass-forward/litForwardPostCode.js41 #include "reflectionCubePS"COMMENT
LOW…lsl/chunks/lit/frag/pass-forward/litForwardPostCode.js61 #include "refractionCubePS"COMMENT
LOW…lsl/chunks/lit/frag/pass-forward/litForwardPostCode.js81#endifCOMMENT
LOW…lsl/chunks/lit/frag/pass-forward/litForwardPostCode.js101 #include "reflDirAnisoPS"COMMENT
LOW…-lib/glsl/chunks/lit/frag/pass-shadow/litShadowMain.js21 #endifCOMMENT
LOW…-lib/glsl/chunks/lit/frag/pass-shadow/litShadowMain.js41 #define MODIFIED_DEPTHCOMMENT
LOW…-lib/glsl/chunks/lit/frag/pass-shadow/litShadowMain.js61 gl_FragColor = vec4(depth, depth*depth, 1.0, 1.0);COMMENT
LOW…b/glsl/chunks/lit/frag/lighting/lightFunctionShadow.js41 #ifdef LIGHT{i}_SHADOW_SAMPLE_ORTHOCOMMENT
LOW…-lib/glsl/chunks/lit/frag/lighting/lightDeclaration.js21 uniform float light{i}_innerConeAngle;COMMENT
191 more matches not shown…
Hyper-Verbose Identifiers30 hits · 30 pts
SeverityFileLineSnippetContext
LOWexamples/iframe/polyfill.js8function enablePolyfillFunctionCall() {CODE
LOWexamples/assets/wasm/twgsl/twgsl.js3var Module=typeof Module!="undefined"?Module:{};var moduleOverrides=Object.assign({},Module);var arguments_=[];var thisPCODE
LOWexamples/assets/wasm/draco/draco.js22)(info)},instantiate:function(binary,info){return{then:function(ok){var module=new WebAssembly.Module(binary);ok({"instaCODE
LOWexamples/assets/wasm/basis/basis.wasm.js8var Module=moduleArg;var readyPromiseResolve,readyPromiseReject;Module["ready"]=new Promise((resolve,reject)=>{readyPromCODE
LOWscripts/spine/playcanvas-spine.4.3.js280 function GeneratorFunctionPrototype() {}CODE
LOWscripts/spine/playcanvas-spine.4.3.js3727 function TransformConstraintTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js3858 function PathConstraintPositionTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js3878 function PathConstraintSpacingTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js3895 function PathConstraintMixTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js3986 function PhysicsConstraintTimeline(frameCount, bezierCount, constraintIndex, property) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4024 function PhysicsConstraintInertiaTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4047 function PhysicsConstraintStrengthTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4070 function PhysicsConstraintDampingTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4093 function PhysicsConstraintMassTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4116 function PhysicsConstraintWindTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4142 function PhysicsConstraintGravityTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4168 function PhysicsConstraintMixTimeline(frameCount, bezierCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4191 function PhysicsConstraintResetTimeline(frameCount, constraintIndex) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js4949 value: function clearListenerNotifications() {CODE
LOWscripts/spine/playcanvas-spine.4.3.js5530 value: function loadTextureAtlasButNoTextures(path) {CODE
LOWscripts/spine/playcanvas-spine.4.3.js5666 function loadTextureAtlasButNoTexturesAsync(_x5) {CODE
LOWsrc/core/string.js64function numCharsToTakeForNextSymbol(string, index) {CODE
LOWsrc/framework/entity.js870function resolveDuplicatedEntityReferenceProperties(oldSubtreeRoot, oldEntity, newEntity, duplicatedIdsMap) {CODE
LOWsrc/framework/components/layout-group/component.js18function isEnabledAndHasEnabledElement(entity) {CODE
LOW…framework/components/layout-group/layout-calculator.js295 function stretchSizesToFitContainer(sizesThisLine, idealRequiredSpace, axis) {CODE
LOW…framework/components/layout-group/layout-calculator.js339 function shrinkSizesToFitContainer(sizesThisLine, idealRequiredSpace, axis) {CODE
LOWsrc/framework/physics/ammo/ammo-physics-shape.js347function releaseUnusedTriMeshShapes(world) {CODE
LOWsrc/platform/graphics/blend-state-utils.js29function getSingleAttachmentBlendState(blendState, attachmentCount) {CODE
LOWsrc/scene/renderer/forward-renderer.js48function vogelDiskPrecalculationSamples(numSamples) {CODE
LOWsrc/scene/renderer/forward-renderer.js57function vogelSpherePrecalculationSamples(numSamples) {CODE
Verbosity Indicators4 hits · 9 pts
SeverityFileLineSnippetContext
LOW⚡src/core/preprocessor.js704 // Step 1: Split by "||" to handle OR conditionsCOMMENT
LOW⚡src/core/preprocessor.js708 // Step 2: Split each OR segment by "&&" to handle AND conditionsCOMMENT
LOW⚡src/core/preprocessor.js711 // Step 3: Evaluate each AND segmentCOMMENT
LOW⚡src/core/preprocessor.js721 // Step 4: If any OR segment evaluates to true, short-circuit and return trueCOMMENT
Structural Annotation Overuse4 hits · 9 pts
SeverityFileLineSnippetContext
LOW⚡src/core/preprocessor.js704 // Step 1: Split by "||" to handle OR conditionsCOMMENT
LOW⚡src/core/preprocessor.js708 // Step 2: Split each OR segment by "&&" to handle AND conditionsCOMMENT
LOW⚡src/core/preprocessor.js711 // Step 3: Evaluate each AND segmentCOMMENT
LOW⚡src/core/preprocessor.js721 // Step 4: If any OR segment evaluates to true, short-circuit and return trueCOMMENT
TODO Padding3 hits · 4 pts
SeverityFileLineSnippetContext
LOWsrc/framework/components/element/text-element.js498 // TODO: implement the dictionary of colorsCOMMENT
LOWsrc/platform/graphics/bind-group-format.js470 // TODO: implementCOMMENT
LOWsrc/platform/graphics/shader-chunks/frag/webgpu.js64// TODO: implement other texture sampling macrosCOMMENT
Fake / Example Data4 hits · 4 pts
SeverityFileLineSnippetContext
LOWexamples/src/examples/xr/xr-ui.text.txt1Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur pellentesque mauris in lorem efficitur, nec bibendum CODE
LOWexamples/src/examples/xr/xr-ui.text.txt1Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur pellentesque mauris in lorem efficitur, nec bibendum CODE
LOWscripts/spine/playcanvas-spine.4.3.js8853 _defineProperty(this, "placeholder", void 0);CODE
LOWsrc/scene/area-light-luts.js63 const texture = AreaLightLuts.createTexture(device, PIXELFORMAT_RGBA16F, 2, 'placeholder');CODE
AI Slop Vocabulary1 hit · 3 pts
SeverityFileLineSnippetContext
MEDIUMsrc/platform/graphics/webgpu/webgpu-query-set.js113 // below). Both begin and end are considered to stay robust to the out-of-orderCOMMENT
Self-Referential Comments1 hit · 3 pts
SeverityFileLineSnippetContext
MEDIUMsrc/platform/graphics/webgl/webgl-render-target.js189 // ##### Create main FBO #####COMMENT
Overly Generic Function Names2 hits · 2 pts
SeverityFileLineSnippetContext
LOWexamples/assets/wasm/twgsl/twgsl.js3var Module=typeof Module!="undefined"?Module:{};var moduleOverrides=Object.assign({},Module);var arguments_=[];var thisPCODE
LOWscripts/spine/playcanvas-spine.4.3.js6659 value: function getData() {CODE