git:20260601.e67e5c6 to git:20260716.ba1c2d1

16 added, 5 removed. Audit A to A.

---
name: using-cesiumjs-skills
description: Use when starting any conversation involving CesiumJS development - provides orientation on available domain skills and how they activate
---
# CesiumJS Skills Orientation
- This plugin provides 14 domain skills covering CesiumJS v1.142 (~550 public symbols). Skills activate passively via description matching โ€” no explicit invocation is required.
+ This plugin provides 14 domain skills covering CesiumJS v1.143 (~551 public symbols). Skills activate passively via description matching โ€” no explicit invocation is required.
## Available Skills
| Skill | Use when... |
|---|---|
| `cesiumjs-viewer-setup` | Initializing a CesiumJS app, configuring widgets, setting Ion tokens, bootstrapping a globe |
| `cesiumjs-camera` | Positioning the camera, flyTo animations, constraining navigation, entity tracking |
- | `cesiumjs-entities` | Adding points/labels/models/polygons, loading GeoJSON/KML/CZML/GPX data through the high-level DataSource layer |
- | `cesiumjs-3d-tiles` | Loading tilesets, MVT as runtime 3D Tiles, styling features, querying metadata, voxels, point clouds, clipping |
+ | `cesiumjs-entities` | Adding points/labels/models/polygons and segmented paths, loading GeoJSON/KML/CZML/GPX through DataSources |
+ | `cesiumjs-3d-tiles` | Loading tilesets, compressed/CAD glTF content, MVT, metadata, voxels, point clouds, and clipping |
| `cesiumjs-imagery` | Adding/swapping base map layers, configuring imagery providers, split-screen comparisons |
| `cesiumjs-terrain-environment` | Configuring terrain, querying heights, atmosphere/sky/fog/lighting/shadows, panoramas |
| `cesiumjs-primitives` | Performance-critical static geometry, custom shapes, batching, BufferPrimitive collections, GeoJsonPrimitive |
| `cesiumjs-materials-shaders` | Fabric materials, ImageBasedLighting, post-processing effects, bloom, tonemapping |
| `cesiumjs-custom-shader` | Writing GLSL shader bodies for Model/Cesium3DTileset/VoxelPrimitive; reading feature IDs or structural metadata inside a shader |
- | `cesiumjs-time-properties` | Time-dynamic entity attributes, simulation clock, interpolation, sampled/callback properties |
+ | `cesiumjs-time-properties` | Time-dynamic attributes, simulation clocks, interpolation, and interval/sampled path materials |
| `cesiumjs-spatial-math` | Coordinate conversions, ellipsoid geometry, model matrices, intersection tests, projections |
| `cesiumjs-interaction` | User clicks on the globe, multi-modifier input actions, entity/feature selection, hover effects, drag interactions |
- | `cesiumjs-models-particles` | glTF/GLB model loading, edge display modes, animations, particle effects (fire, smoke) |
+ | `cesiumjs-models-particles` | glTF/GLB loading, KHR meshopt compression, CAD display extensions, animations, and particles |
| `cesiumjs-core-utilities` | HTTP requests via Resource, Color, Event, error handling, helper functions |
+
+ ## Choose the Output Surface
+
+ - For an application or bundler, use ES module imports from `"cesium"`.
+ - For Sandcastle, including the July 2026 Sandcastle Copilot, omit imports and
+ access the same APIs through `Cesium.*`. Sandcastle supports `await` in the JS
+ pane.
+ - Keep Copilot provider keys in Sandcastle's BYOK settings and Ion tokens in
+ runtime configuration. Never put either secret in shared Sandcastle code.
+ - Review Copilot's proposed diff before applying it, then verify the console,
+ network requests, and rendered scene.
## Cross-Domain Questions
When a question spans multiple domains, consult `docs/DOMAINS.md` โ€” the definitive ownership map assigning every public CesiumJS class, function, and enum to exactly one skill.
## Runtime Verification
Chrome DevTools MCP is available for browser-based iteration: console error checking, network inspection, screenshots, and Lighthouse audits.