From react-three-fiber
Build declarative 3D scenes with React Three Fiber in React apps using JSX components for Three.js objects. For interactive configurators, games, portfolios, and data viz.
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React Three Fiber (R3F) is a React renderer for Three.js that brings declarative, component-based 3D development to React applications. Instead of imperatively creating and managing Three.js objects, you build 3D scenes using JSX components that map directly to Three.js objects.
assets/examples/README.mdassets/starter_r3f/README.mdassets/starter_r3f/index.htmlassets/starter_r3f/package.jsonassets/starter_r3f/src/App.jsxassets/starter_r3f/src/Experience.jsxassets/starter_r3f/src/components/Box.jsxassets/starter_r3f/src/components/Sphere.jsxassets/starter_r3f/src/main.jsxassets/starter_r3f/vite.config.jsreferences/api_reference.mdscripts/component_generator.pyscripts/scene_setup.pyConducts multi-round deep research on GitHub repos via API and web searches, generating markdown reports with executive summaries, timelines, metrics, and Mermaid diagrams.
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React Three Fiber (R3F) is a React renderer for Three.js that brings declarative, component-based 3D development to React applications. Instead of imperatively creating and managing Three.js objects, you build 3D scenes using JSX components that map directly to Three.js objects.
When to Use This Skill:
Key Benefits:
The <Canvas> component sets up a Three.js scene, camera, renderer, and render loop.
import { Canvas } from '@react-three/fiber'
function App() {
return (
<Canvas
camera={{ position: [0, 0, 5], fov: 75 }}
gl={{ antialias: true }}
dpr={[1, 2]}
>
{/* 3D content goes here */}
</Canvas>
)
}
Canvas Props:
camera - Camera configuration (position, fov, near, far)gl - WebGL renderer settingsdpr - Device pixel ratio (default: [1, 2])shadows - Enable shadow mapping (default: false)frameloop - "always" (default), "demand", or "never"flat - Disable color management for simpler colorslinear - Use linear color space instead of sRGBThree.js objects are created using JSX with kebab-case props:
// THREE.Mesh + THREE.BoxGeometry + THREE.MeshStandardMaterial
<mesh position={[0, 0, 0]} rotation={[0, Math.PI / 4, 0]}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="hotpink" />
</mesh>
Prop Mapping:
position → object.position.set(x, y, z)rotation → object.rotation.set(x, y, z)scale → object.scale.set(x, y, z)args → Constructor arguments for geometry/materialattach → Attach to parent property (e.g., attach="material")Shorthand Notation:
// Full notation
<mesh position={[1, 2, 3]} />
// Axis-specific (dash notation)
<mesh position-x={1} position-y={2} position-z={3} />
Execute code on every frame (animation loop):
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
function RotatingBox() {
const meshRef = useRef()
useFrame((state, delta) => {
// Rotate mesh on every frame
meshRef.current.rotation.x += delta
meshRef.current.rotation.y += delta * 0.5
// Access scene state
const time = state.clock.elapsedTime
meshRef.current.position.y = Math.sin(time) * 2
})
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshStandardMaterial color="orange" />
</mesh>
)
}
useFrame Parameters:
state - Scene state (camera, scene, gl, clock, etc.)delta - Time since last frame (for frame-rate independence)xrFrame - XR frame data (for VR/AR)Important: Never use setState inside useFrame - it causes unnecessary re-renders!
Access scene state and methods:
import { useThree } from '@react-three/fiber'
function CameraInfo() {
const { camera, gl, scene, size, viewport } = useThree()
// Selective subscription (only re-render on size change)
const size = useThree((state) => state.size)
// Get state non-reactively
const get = useThree((state) => state.get)
const freshState = get() // Latest state without triggering re-render
return null
}
Available State:
camera - Default camerascene - Three.js scenegl - WebGL renderersize - Canvas dimensionsviewport - Viewport dimensions in 3D unitsclock - Three.js clockpointer - Normalized mouse coordinatesinvalidate() - Manually trigger rendersetSize() - Manually resize canvasLoad assets with automatic caching and Suspense integration:
import { Suspense } from 'react'
import { useLoader } from '@react-three/fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { TextureLoader } from 'three'
function Model() {
const gltf = useLoader(GLTFLoader, '/model.glb')
return <primitive object={gltf.scene} />
}
function TexturedMesh() {
const texture = useLoader(TextureLoader, '/texture.jpg')
return (
<mesh>
<boxGeometry />
<meshStandardMaterial map={texture} />
</mesh>
)
}
function App() {
return (
<Canvas>
<Suspense fallback={<LoadingIndicator />}>
<Model />
<TexturedMesh />
</Suspense>
</Canvas>
)
}
Loading Multiple Assets:
const [texture1, texture2, texture3] = useLoader(TextureLoader, [
'/tex1.jpg',
'/tex2.jpg',
'/tex3.jpg'
])
Loader Extensions:
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'
useLoader(GLTFLoader, '/model.glb', (loader) => {
const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('/draco/')
loader.setDRACOLoader(dracoLoader)
})
Pre-loading:
// Pre-load assets before component mounts
useLoader.preload(GLTFLoader, '/model.glb')
import { Canvas } from '@react-three/fiber'
function Scene() {
return (
<>
{/* Lights */}
<ambientLight intensity={0.5} />
<spotLight position={[10, 10, 10]} angle={0.15} penumbra={1} />
{/* Objects */}
<mesh position={[0, 0, 0]}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="hotpink" />
</mesh>
</>
)
}
function App() {
return (
<Canvas camera={{ position: [0, 0, 5], fov: 75 }}>
<Scene />
</Canvas>
)
}
import { useState } from 'react'
function InteractiveBox() {
const [hovered, setHovered] = useState(false)
const [active, setActive] = useState(false)
return (
<mesh
scale={active ? 1.5 : 1}
onClick={() => setActive(!active)}
onPointerOver={() => setHovered(true)}
onPointerOut={() => setHovered(false)}
>
<boxGeometry />
<meshStandardMaterial color={hovered ? 'hotpink' : 'orange'} />
</mesh>
)
}
import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'
function AnimatedSphere() {
const meshRef = useRef()
useFrame((state, delta) => {
// Rotate
meshRef.current.rotation.y += delta
// Oscillate position
const time = state.clock.elapsedTime
meshRef.current.position.y = Math.sin(time) * 2
})
return (
<mesh ref={meshRef}>
<sphereGeometry args={[1, 32, 32]} />
<meshStandardMaterial color="cyan" />
</mesh>
)
}
import { Suspense } from 'react'
import { useLoader } from '@react-three/fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
function Model({ url }) {
const gltf = useLoader(GLTFLoader, url)
return (
<primitive
object={gltf.scene}
scale={0.5}
position={[0, 0, 0]}
/>
)
}
function App() {
return (
<Canvas>
<Suspense fallback={<LoadingPlaceholder />}>
<Model url="/model.glb" />
</Suspense>
</Canvas>
)
}
function LoadingPlaceholder() {
return (
<mesh>
<boxGeometry />
<meshBasicMaterial wireframe />
</mesh>
)
}
function Lighting() {
return (
<>
{/* Ambient light for base illumination */}
<ambientLight intensity={0.3} />
{/* Directional light with shadows */}
<directionalLight
position={[5, 5, 5]}
intensity={1}
castShadow
shadow-mapSize-width={2048}
shadow-mapSize-height={2048}
/>
{/* Point light for accent */}
<pointLight position={[-5, 5, -5]} intensity={0.5} color="blue" />
{/* Spot light for focused illumination */}
<spotLight
position={[10, 10, 10]}
angle={0.3}
penumbra={1}
intensity={1}
/>
</>
)
}
import { useMemo, useRef } from 'react'
import * as THREE from 'three'
import { useFrame } from '@react-three/fiber'
function Particles({ count = 1000 }) {
const meshRef = useRef()
// Generate random positions
const particles = useMemo(() => {
const temp = []
for (let i = 0; i < count; i++) {
const t = Math.random() * 100
const factor = 20 + Math.random() * 100
const speed = 0.01 + Math.random() / 200
const x = Math.random() * 2 - 1
const y = Math.random() * 2 - 1
const z = Math.random() * 2 - 1
temp.push({ t, factor, speed, x, y, z, mx: 0, my: 0 })
}
return temp
}, [count])
const dummy = useMemo(() => new THREE.Object3D(), [])
useFrame(() => {
particles.forEach((particle, i) => {
let { t, factor, speed, x, y, z } = particle
t = particle.t += speed / 2
const a = Math.cos(t) + Math.sin(t * 1) / 10
const b = Math.sin(t) + Math.cos(t * 2) / 10
const s = Math.cos(t)
dummy.position.set(
x + Math.cos((t / 10) * factor) + (Math.sin(t * 1) * factor) / 10,
y + Math.sin((t / 10) * factor) + (Math.cos(t * 2) * factor) / 10,
z + Math.cos((t / 10) * factor) + (Math.sin(t * 3) * factor) / 10
)
dummy.scale.set(s, s, s)
dummy.updateMatrix()
meshRef.current.setMatrixAt(i, dummy.matrix)
})
meshRef.current.instanceMatrix.needsUpdate = true
})
return (
<instancedMesh ref={meshRef} args={[null, null, count]}>
<sphereGeometry args={[0.05, 8, 8]} />
<meshBasicMaterial color="white" />
</instancedMesh>
)
}
function Robot() {
return (
<group position={[0, 0, 0]}>
{/* Body */}
<mesh position={[0, 0, 0]}>
<boxGeometry args={[1, 2, 1]} />
<meshStandardMaterial color="gray" />
</mesh>
{/* Head */}
<mesh position={[0, 1.5, 0]}>
<sphereGeometry args={[0.5, 32, 32]} />
<meshStandardMaterial color="silver" />
</mesh>
{/* Arms */}
<group position={[-0.75, 0.5, 0]}>
<mesh>
<cylinderGeometry args={[0.1, 0.1, 1.5]} />
<meshStandardMaterial color="darkgray" />
</mesh>
</group>
<group position={[0.75, 0.5, 0]}>
<mesh>
<cylinderGeometry args={[0.1, 0.1, 1.5]} />
<meshStandardMaterial color="darkgray" />
</mesh>
</group>
</group>
)
}
Drei is the essential helper library for R3F, providing ready-to-use components:
import { OrbitControls } from '@react-three/drei'
<Canvas>
<OrbitControls
makeDefault
enableDamping
dampingFactor={0.05}
minDistance={3}
maxDistance={20}
/>
<Box />
</Canvas>
import { Environment, ContactShadows } from '@react-three/drei'
<Canvas>
{/* HDRI environment map */}
<Environment preset="sunset" />
{/* Or custom */}
<Environment files="/hdri.hdr" />
{/* Soft contact shadows */}
<ContactShadows
opacity={0.5}
scale={10}
blur={1}
far={10}
resolution={256}
/>
<Model />
</Canvas>
import { Text, Text3D } from '@react-three/drei'
// 2D Billboard text
<Text
position={[0, 2, 0]}
fontSize={1}
color="white"
anchorX="center"
anchorY="middle"
>
Hello World
</Text>
// 3D extruded text
<Text3D
font="/fonts/helvetiker_regular.typeface.json"
size={1}
height={0.2}
>
3D Text
<meshNormalMaterial />
</Text3D>
import { useGLTF } from '@react-three/drei'
function Model() {
const { scene, materials, nodes } = useGLTF('/model.glb')
return <primitive object={scene} />
}
// Pre-load
useGLTF.preload('/model.glb')
import { Center, Bounds, useBounds } from '@react-three/drei'
// Auto-center objects
<Center>
<Model />
</Center>
// Auto-fit camera to bounds
<Bounds fit clip observe margin={1.2}>
<Model />
</Bounds>
import { Html } from '@react-three/drei'
<mesh>
<boxGeometry />
<meshStandardMaterial />
<Html
position={[0, 1, 0]}
center
distanceFactor={10}
>
<div className="annotation">
This is a box
</div>
</Html>
</mesh>
import { ScrollControls, Scroll, useScroll } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
function AnimatedScene() {
const scroll = useScroll()
const meshRef = useRef()
useFrame(() => {
const offset = scroll.offset // 0-1 normalized scroll position
meshRef.current.position.y = offset * 10
})
return <mesh ref={meshRef}>...</mesh>
}
<Canvas>
<ScrollControls pages={3} damping={0.5}>
<Scroll>
<AnimatedScene />
</Scroll>
{/* HTML overlay */}
<Scroll html>
<div style={{ height: '100vh' }}>
<h1>Scrollable content</h1>
</div>
</Scroll>
</ScrollControls>
</Canvas>
import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import gsap from 'gsap'
function AnimatedBox() {
const meshRef = useRef()
useEffect(() => {
// GSAP timeline animation
const tl = gsap.timeline({ repeat: -1, yoyo: true })
tl.to(meshRef.current.position, {
y: 2,
duration: 1,
ease: 'power2.inOut'
})
.to(meshRef.current.rotation, {
y: Math.PI * 2,
duration: 2,
ease: 'none'
}, 0)
return () => tl.kill()
}, [])
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshStandardMaterial color="orange" />
</mesh>
)
}
import { motion } from 'framer-motion-3d'
function AnimatedSphere() {
return (
<motion.mesh
initial={{ scale: 0 }}
animate={{ scale: 1 }}
transition={{ duration: 1 }}
>
<sphereGeometry />
<meshStandardMaterial color="hotpink" />
</motion.mesh>
)
}
import create from 'zustand'
const useStore = create((set) => ({
color: 'orange',
setColor: (color) => set({ color })
}))
function Box() {
const color = useStore((state) => state.color)
const setColor = useStore((state) => state.setColor)
return (
<mesh onClick={() => setColor('hotpink')}>
<boxGeometry />
<meshStandardMaterial color={color} />
</mesh>
)
}
<Canvas frameloop="demand">
{/* Only renders when needed */}
</Canvas>
// Manually trigger render
function MyComponent() {
const invalidate = useThree((state) => state.invalidate)
return (
<mesh onClick={() => invalidate()}>
<boxGeometry />
<meshStandardMaterial />
</mesh>
)
}
Use <instancedMesh> for rendering many identical objects:
function Particles({ count = 10000 }) {
const meshRef = useRef()
useEffect(() => {
const temp = new THREE.Object3D()
for (let i = 0; i < count; i++) {
temp.position.set(
Math.random() * 10 - 5,
Math.random() * 10 - 5,
Math.random() * 10 - 5
)
temp.updateMatrix()
meshRef.current.setMatrixAt(i, temp.matrix)
}
meshRef.current.instanceMatrix.needsUpdate = true
}, [count])
return (
<instancedMesh ref={meshRef} args={[null, null, count]}>
<sphereGeometry args={[0.1, 8, 8]} />
<meshBasicMaterial color="white" />
</instancedMesh>
)
}
Objects outside the camera view are automatically culled.
// Disable for always-visible objects
<mesh frustumCulled={false}>
<boxGeometry />
<meshStandardMaterial />
</mesh>
import { Detailed } from '@react-three/drei'
<Detailed distances={[0, 10, 20]}>
{/* High detail - close to camera */}
<mesh geometry={highPolyGeometry} />
{/* Medium detail */}
<mesh geometry={mediumPolyGeometry} />
{/* Low detail - far from camera */}
<mesh geometry={lowPolyGeometry} />
</Detailed>
import { AdaptiveDpr, AdaptiveEvents, PerformanceMonitor } from '@react-three/drei'
<Canvas>
{/* Reduce DPR when performance drops */}
<AdaptiveDpr pixelated />
{/* Reduce raycast frequency */}
<AdaptiveEvents />
{/* Monitor and respond to performance */}
<PerformanceMonitor
onIncline={() => console.log('Performance improved')}
onDecline={() => console.log('Performance degraded')}
>
<Scene />
</PerformanceMonitor>
</Canvas>
Use useThree selectors to avoid unnecessary re-renders:
// ❌ Re-renders on any state change
const state = useThree()
// ✅ Only re-renders when size changes
const size = useThree((state) => state.size)
// ✅ Only re-renders when camera changes
const camera = useThree((state) => state.camera)
// ❌ BAD: Triggers React re-renders every frame
const [x, setX] = useState(0)
useFrame(() => setX((x) => x + 0.1))
return <mesh position-x={x} />
✅ Solution: Mutate refs directly
// ✅ GOOD: Direct mutation, no re-renders
const meshRef = useRef()
useFrame((state, delta) => {
meshRef.current.position.x += delta
})
return <mesh ref={meshRef} />
// ❌ BAD: Creates new Vector3 every render
<mesh position={new THREE.Vector3(1, 2, 3)} />
✅ Solution: Use arrays or useMemo
// ✅ GOOD: Use array notation
<mesh position={[1, 2, 3]} />
// Or useMemo for complex objects
const position = useMemo(() => new THREE.Vector3(1, 2, 3), [])
<mesh position={position} />
// ❌ BAD: Loads texture every render
function Component() {
const [texture, setTexture] = useState()
useEffect(() => {
new TextureLoader().load('/texture.jpg', setTexture)
}, [])
return texture ? <meshBasicMaterial map={texture} /> : null
}
✅ Solution: Use useLoader (automatic caching)
// ✅ GOOD: Cached and reused
function Component() {
const texture = useLoader(TextureLoader, '/texture.jpg')
return <meshBasicMaterial map={texture} />
}
// ❌ BAD: Unmounts and remounts (expensive)
{stage === 1 && <Stage1 />}
{stage === 2 && <Stage2 />}
{stage === 3 && <Stage3 />}
✅ Solution: Use visibility prop
// ✅ GOOD: Components stay mounted, just hidden
<Stage1 visible={stage === 1} />
<Stage2 visible={stage === 2} />
<Stage3 visible={stage === 3} />
function Stage1({ visible, ...props }) {
return <group {...props} visible={visible}>...</group>
}
// ❌ BAD: Crashes - useThree must be inside Canvas
function App() {
const { size } = useThree()
return <Canvas>...</Canvas>
}
✅ Solution: Use hooks inside Canvas children
// ✅ GOOD: useThree inside Canvas child
function CameraInfo() {
const { size } = useThree()
return null
}
function App() {
return (
<Canvas>
<CameraInfo />
</Canvas>
)
}
// ❌ BAD: Memory leak - textures not disposed
const texture = useLoader(TextureLoader, '/texture.jpg')
✅ Solution: R3F handles disposal automatically, but be careful with manual Three.js objects
// ✅ GOOD: Manual cleanup when needed
useEffect(() => {
const geometry = new THREE.SphereGeometry(1)
const material = new THREE.MeshBasicMaterial()
return () => {
geometry.dispose()
material.dispose()
}
}, [])
Break scenes into reusable components:
function Lights() {
return (
<>
<ambientLight intensity={0.5} />
<spotLight position={[10, 10, 10]} angle={0.15} />
</>
)
}
function Scene() {
return (
<>
<Lights />
<Model />
<Ground />
<Effects />
</>
)
}
<Canvas>
<Scene />
</Canvas>
Always wrap async operations in Suspense:
<Canvas>
<Suspense fallback={<Loader />}>
<Model />
<Environment />
</Suspense>
</Canvas>
import { ThreeElements } from '@react-three/fiber'
function Box(props: ThreeElements['mesh']) {
return (
<mesh {...props}>
<boxGeometry />
<meshStandardMaterial />
</mesh>
)
}
src/
components/
3d/
Scene.tsx
Lights.tsx
Camera.tsx
models/
Robot.tsx
Character.tsx
effects/
PostProcessing.tsx
Monitor re-renders and optimize components causing performance issues.
references/api_reference.md - Complete R3F & Drei API documentationreferences/hooks_guide.md - Detailed hooks usage and patternsreferences/drei_helpers.md - Comprehensive Drei library guidescripts/component_generator.py - Generate R3F component boilerplatescripts/scene_setup.py - Initialize R3F scene with common patternsassets/starter_r3f/ - Complete R3F + Vite starter templateassets/examples/ - Real-world R3F component examples