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@abstrakt8 I have the same issue with latest version, here is the error:
Error applying prop id: TypeError: Cannot set property id of #<GSplatComponent> which has only a getter
For some reason at re-render it tries to re-assign the id, which only has a getter. So it only renders the first time, if anything makes it re-render (at times needed) it errors and "disappear"
I'm also currently working on new examples and have a WIP branch where I test out the re-rendering issues, for instance it does not seem to appear in this example (which is wrapped in <StrictMode>):
I made a quick splat scene using the template (npm create playcanvas@latest -- -t react-ts), then added a splat and the error is reproduced, at first the skull splat will render, but on hover on the sphere it will disappear and the error would be in the console log
@abstrakt8 nice!
FWIW I did try older versions for both playcanvas and @playcanvas/react, going as back as thing started to break (gltf support broke), and the issue was still present. So I do not think is a recent change that caused the issue.
Ran into this on 0.11.5 + engine 2.20.6 (Viewer.Splat from @playcanvas/blocks, using a RTX 3050 GPU) and spent a while tracing it, so posting what I think it explains why this bug keeps coming back after fixes.
TL;DR: it's not prop re-application in general. It's specifically the instance: null schema default clobbering the instance the engine creates on its own after the asset loads.
The chain:
useComponent's update effect has no dependency array, so every re-render re-applies the full validated prop set: use-component.tsx#L44-L60
If you only pass asset (which is all Viewer.Splat passes), every other prop comes from schema defaults — including instance: null, on every render: GSplat.tsx#L80-L91
The asset loads async, and when it does the engine sets component.instance = new GSplatInstance(...) itself (_onGSplatAssetLoad, non-unified path). React never sees this happen.
On the next re-render from any cause (camera interaction, StrictMode double-render, parent state), the guard from fix(GSplat): Do not apply instance and material again if no changes. #304 checks instance.instance === value — live instance vs null → not equal → it assigns component.instance = null.
The engine's instance setter calls destroyInstance() before storing the value. And it never recovers, because re-applying the same asset is dead on arrival in the engine (_assetReference.id equality check), so nothing recreates the instance.
That matches every symptom in this thread: fine until the first interaction, StrictMode kills it instantly, silent since 0.11.4 (#326 removed the id throw that used to make it loud), and non-React viewers are unaffected. I reproduced identically on engine 2.14.0 and 2.20.6.
The part I really wanted to flag: #298 doesn't fix this either. Its valuesEqual(liveInstance, null) is false and so the values genuinely differ. null ends up getting applied again. I checked against the PR's diff. Merging #298 alone will likely re-close this issue without actually fixing it.
I've been running this locally on 0.11.5 (via pnpm patch) and the splat now survives any amount of orbiting on a real GPU:
// GSplat schema, `instance.apply`
apply: (instance,props,key)=>{constvalue=props[key];if(instance.instance===value)return;// never apply the schema's null default over the live instance —// the engine creates it async after asset load, and// GSplatComponent#instance = null calls destroyInstance()if(value==null)return;instance.instance=value;}
(plus a #298-style skip-unchanged guard for the general redundant-setter class. Seems like you need both.)
Arguably the cleaner fix is to not apply schema defaults to engine-owned props at all (instance, material… and unified has the same problem: the schema defaults it to false while engine ≥2.18 defaults to true, so every <GSplat> silently runs the legacy non-unified path). The snippet above is just the minimal version; the trade-off is that an explicit instance={null} "clear" becomes a no-op.
Activity
abstrakt8 commentedon Jan 30, 2026
@smoya-ekoo Just to confirm, you are using the latest versions? Which
@playcanvas/reactversion (orplaycanvas) are you using?smoya-ekoo commentedon Feb 2, 2026
Yes I do :(
"@playcanvas/react": "0.11.3",
"@playcanvas/react": "0.10.2",
"react": "^19.2.4"
juancabrera commentedon Feb 9, 2026
@abstrakt8 I have the same issue with latest version, here is the error:
Error applying prop id: TypeError: Cannot set property id of #<GSplatComponent> which has only a getterFor some reason at re-render it tries to re-assign the
id, which only has a getter. So it only renders the first time, if anything makes it re-render (at times needed) it errors and "disappear"happening with:
@playcanvas/react:0.11.3playcanvas:2.16.1abstrakt8 commentedon Feb 10, 2026
@smoya-ekoo or @juancabrera Could you please provide a minimal reproducible example?
@juancabrera Thanks, I also just noticed this right now - I think this was introduced recently due to this engine change in 2.16.0 https://github.com/playcanvas/engine/pull/8421/changes#diff-9b930b167e43f1eb0e8fe87e9e913825fd37efece4bdd24df384a445424f9205
I'm also currently working on new examples and have a WIP branch where I test out the re-rendering issues, for instance it does not seem to appear in this example (which is wrapped in
<StrictMode>):https://github.com/playcanvas/react/blob/new-examples-2/examples/src/pages/LodStreaming.tsx
juancabrera commentedon Feb 10, 2026
@abstrakt8 that would make sense!
I made a quick splat scene using the template (
npm create playcanvas@latest -- -t react-ts), then added a splat and the error is reproduced, at first the skull splat will render, but on hover on the sphere it will disappear and the error would be in the console log3dgs-rerender.zip
you should be able to just run :
npm inpm run devabstrakt8 commentedon Feb 11, 2026
Thanks I had a look and could reproduce with this example. I will have a look when I get the chance!
juancabrera commentedon Feb 11, 2026
@abstrakt8 nice!
FWIW I did try older versions for both
playcanvasand@playcanvas/react, going as back as thing started to break (gltfsupport broke), and the issue was still present. So I do not think is a recent change that caused the issue.cazaroni commentedon Jul 12, 2026
Ran into this on 0.11.5 + engine 2.20.6 (Viewer.Splat from
@playcanvas/blocks, using a RTX 3050 GPU) and spent a while tracing it, so posting what I think it explains why this bug keeps coming back after fixes.TL;DR: it's not prop re-application in general. It's specifically the
instance: nullschema default clobbering the instance the engine creates on its own after the asset loads.The chain:
useComponent's update effect has no dependency array, so every re-render re-applies the full validated prop set: use-component.tsx#L44-L60asset(which is allViewer.Splatpasses), every other prop comes from schema defaults — includinginstance: null, on every render: GSplat.tsx#L80-L91component.instance = new GSplatInstance(...)itself (_onGSplatAssetLoad, non-unified path). React never sees this happen.instanceandmaterialagain if no changes. #304 checksinstance.instance === value— live instance vsnull→ not equal → it assignscomponent.instance = null.instancesetter callsdestroyInstance()before storing the value. And it never recovers, because re-applying the sameassetis dead on arrival in the engine (_assetReference.idequality check), so nothing recreates the instance.That matches every symptom in this thread: fine until the first interaction, StrictMode kills it instantly, silent since 0.11.4 (#326 removed the
idthrow that used to make it loud), and non-React viewers are unaffected. I reproduced identically on engine 2.14.0 and 2.20.6.The part I really wanted to flag: #298 doesn't fix this either. Its
valuesEqual(liveInstance, null)isfalseand so the values genuinely differ.nullends up getting applied again. I checked against the PR's diff. Merging #298 alone will likely re-close this issue without actually fixing it.I've been running this locally on 0.11.5 (via pnpm patch) and the splat now survives any amount of orbiting on a real GPU:
(plus a #298-style skip-unchanged guard for the general redundant-setter class. Seems like you need both.)
Arguably the cleaner fix is to not apply schema defaults to engine-owned props at all (
instance,material… andunifiedhas the same problem: the schema defaults it tofalsewhile engine ≥2.18 defaults totrue, so every<GSplat>silently runs the legacy non-unified path). The snippet above is just the minimal version; the trade-off is that an explicitinstance={null}"clear" becomes a no-op.