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/building-canvases

Create or edit a PostHog canvas — a sandboxed browser application (data board, document, form, small tool, graphics experiment) stored in PostHog and rendered by the desktop/web app. Use when a task asks to build, generate, update, or fix a canvas, or when a canvas id is given

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Install
$ npx -y skills add posthog/posthog --skill building-canvases --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/building-canvases

Context preview

The summary Claude sees to decide when to auto-load this skill.

Create or edit a PostHog canvas — a sandboxed browser application (data board, document, form, small tool, graphics experiment) stored in PostHog and rendered by the desktop/web app. Use when a task asks to build, generate, update, or fix a canvas, or when a canvas id is given

SKILL.md

building-canvases.SKILL.md
name: building-canvases
description: >
  Create or edit a PostHog canvas — a sandboxed browser application (data board, document, form,
  small tool, graphics experiment) stored in PostHog and rendered by the desktop/web app. Use when
  a task asks to build, generate, update, or fix a canvas, or when a canvas id is given as the
  publish target. Covers resolving or creating the target canvas, choosing an implementation
  approach (React + Quill vs plain HTML/browser APIs), the read → edit → validate → publish →
  build loop, and which companion canvas skills to load for the details.

Building canvases

A canvas is a client-side browser application that runs in a sandboxed iframe inside PostHog. Its source lives in PostHog — not in a repository — and you read and write it through the `canvas-*` tools. Never write a canvas to a local file; publishing through the tool is what saves it.

Resolve the target canvas

  • If the task names a canvas id (canvas-initiated tasks do), that is the target. Do not create another.
  • Otherwise — channel-composer tasks give the channel, not a canvas — list the channel's canvases

with `canvas-list` (scope with `channel`; resolve a bare channel name with `channel-list` first). If one is clearly what the request refers to — an earlier iteration of the same board or tool — build on it instead of creating a near-duplicate, and say so in your reply so the user knows where the result landed.

  • Only when nothing existing fits, create one with `canvas-create` in the right channel, named

with a short descriptive title drawn from the request — never "Untitled canvas".

Choose the least complex implementation that meets the request

  • **React + Quill** — PostHog data products, dashboards, forms, application-like state, and anything

that should look native to PostHog. Load the `building-react-quill-canvases` skill.

  • **Semantic HTML, CSS, and direct browser APIs** — static documents, focused experiments, generative

graphics, `<canvas>`/WebGL work where React adds no structure. Load the `building-html-canvases` skill.

  • **Mix them** when appropriate: React can own the application chrome while Three-style code owns a

canvas element, or a mostly static page can mount one interactive island.

This is a judgment call, not a persisted mode — ask the user only when the choice changes a user-visible requirement you cannot infer.

The iteration loop

1. Read the current source and version pointer with `canvas-source-retrieve`. Remember `current_version_id` — your publish must be guarded on it. 2. Edit the project files. For any PostHog data the canvas shows, follow the `querying-canvas-data` skill (saved insights loaded via the `ph` SDK — never fetch or your own PostHog client), and **declare every `ph` call in `project.capabilities`** (insight short ids in `capabilities.posthog.insights`, captured events in `captureEvents`, `inlineQueries: true` for ad-hoc queries) — the host enforces these at runtime and validation rejects undeclared calls. 3. Validate with `canvas-validate-create` as often as needed and fix every error-severity diagnostic. 4. Publish the complete project with `canvas-publish-create`, passing `expected_current_version_id`. Follow the `validating-and-publishing-canvases` skill for diagnostics and conflict recovery. 5. **Wait for the build.** A publish queues a server-side build; poll `canvas-builds-retrieve` (every few seconds, up to ~2 minutes) until your build is `ready` or `failed`. On `failed`, read the build's error diagnostics, fix the project, and publish again — do not finish the task with a failed build.

Publish once per requested change, when the canvas is ready — not after every micro-edit.

Source-project shape

  • Keep `index.html` as the entry shell returned by the source tool.
  • `src/canvas.tsx` remains the conventional React entry component, but it may import additional

relative TypeScript, TSX, JavaScript, JSON, SVG, CSS, and admitted asset files from the project.

  • Self-contained module workers may be imported with `./worker.ts?worker`. A worker must not import

another local module.

  • Binary assets belong in the project's `assets` map as base64 content with an admitted content type.

PNG, JPEG, GIF, WebP, AVIF, WOFF/WOFF2, WebAssembly, and generic octet-stream assets are supported.

  • Keep the platform dependency map exactly as returned. Do not add npm packages; local relative

imports are project files, while bare imports remain limited to the platform-pinned set.

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