Installable skillMIT

Three.js — WebGL 3D Scenes Skill

Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.

BY MengToUPDATED Oct 28, 2026
INTENDED FOR✳Claude Code>_Codex↗Cursor◎ChatGPT✦GeminiInstall in a listed agent.

instructions.md

---
name: threejs-e6ebd6e0354b
description: Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.
---

# Three.js — WebGL 3D Scenes Skill

## When to use
- Real 3D: product spins, interactive hero scenes, shaders/material effects, 3D data viz
- You need full control beyond “background effects”
- You can budget time for asset pipeline + performance tuning

## Core mental model
- Create:
  - `Scene` (root graph)
  - `Camera` (Perspective/Orthographic)
  - `Renderer` (`WebGLRenderer`)
  - `Mesh` = `Geometry` + `Material`
  - Lights (if using non-unlit materials)
- Render loop:
  - `requestAnimationFrame(animate)`
  - Update time-based animations, controls, mixers, then `renderer.render(scene, camera)`

## Key APIs/patterns
- Setup:
  - `const renderer = new THREE.WebGLRenderer({ canvas, antialias, alpha })`
  - `renderer.setSize(width, height, false)`
  - `renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))`
- Camera:
  - `camera.aspect = width / height; camera.updateProjectionMatrix()`
- Scene graph:
  - `scene.add(object)` / `object.position/rotation/scale`
- Loading assets:
  - `GLTFLoader` (models), `TextureLoader` (images), `DRACOLoader` (compressed glTF)
- Controls (common):
  - `OrbitControls` (debug/product), `PointerLockControls` (FPS), custom pointer handlers
- Cleanup (important in SPAs):
  - `geometry.dispose()`, `material.dispose()`, `texture.dispose()`, `renderer.dispose()`
  - Remove event listeners; cancel RAF.

## Common pitfalls
- Not handling resize → stretched/cropped rendering
- Too high devicePixelRatio → mobile GPU meltdown
- Leaking WebGL resources (not disposing) → crashes after route changes
- Loading huge textures/models → slow start; use compressed textures, Draco/KTX2, smaller maps
- Using too many lights/shadows → expensive; fake lighting with baked textures when possible

## Quick recipes

### 1) Minimal spinning cube
```js
import * as THREE from "three";

const canvas = document.querySelector("#c");
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
camera.position.set(0, 0, 4);

const geom = new THREE.BoxGeometry(1, 1, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0x7c3aed });
const mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);

scene.add(new THREE.AmbientLight(0xffffff, 0.8));
const dir = new THREE.DirectionalLight(0xffffff, 0.8);
dir.position.set(2, 2, 2);
scene.add(dir);

function resize() {
  const w = canvas.clientWidth;
  const h = canvas.clientHeight;
  renderer.setSize(w, h, false);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
  camera.aspect = w / h;
  camera.updateProjectionMatrix();
}
window.addEventListener("resize", resize);
resize();

function animate(t) {
  mesh.rotation.y = t * 0.0006;
  renderer.render(scene, camera);
  requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
```

### 2) Respect reduced motion
- If `prefers-reduced-motion: reduce`, render a still frame (no RAF) or slow updates.

## What to ask the user
- Is this decorative (hero) or functional 3D (product viewer)?
- Target devices: mobile? older iPhones?
- Asset format availability (glTF, HDRI, textures) and file size constraints
- Accessibility/reduced motion requirements
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.