Install
$ agentstack add skill-freshtechbro-claudedesignskills-react-three-fiber ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
React Three Fiber
Overview
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:
- Building 3D experiences within React applications
- Creating interactive product configurators or showcases
- Developing 3D portfolios, galleries, or storytelling experiences
- Building games or simulations in React
- Adding 3D elements to existing React projects
- When you need state management and React hooks with 3D graphics
- When working with React frameworks (Next.js, Gatsby, Remix)
Key Benefits:
- Declarative: Write 3D scenes like React components
- React Integration: Full access to hooks, context, state management
- Reusability: Create and share 3D component libraries
- Performance: Automatic render optimization and reconciliation
- Ecosystem: Works with Drei helpers, Zustand, Framer Motion, etc.
- TypeScript Support: Full type safety for Three.js objects
Core Concepts
1. Canvas Component
The `` component sets up a Three.js scene, camera, renderer, and render loop.
import { Canvas } from '@react-three/fiber'
function App() {
return (
{/* 3D content goes here */}
)
}
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 sRGB
2. Declarative 3D Objects
Three.js objects are created using JSX with kebab-case props:
// THREE.Mesh + THREE.BoxGeometry + THREE.MeshStandardMaterial
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
// Axis-specific (dash notation)
3. useFrame Hook
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 (
)
}
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!
4. useThree Hook
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 canvas
5. useLoader Hook
Load 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
}
function TexturedMesh() {
const texture = useLoader(TextureLoader, '/texture.jpg')
return (
)
}
function App() {
return (
}>
)
}
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')
Common Patterns
Pattern 1: Basic Scene Setup
import { Canvas } from '@react-three/fiber'
function Scene() {
return (
<>
{/* Lights */}
{/* Objects */}
)
}
function App() {
return (
)
}
Pattern 2: Interactive Objects (Click, Hover)
import { useState } from 'react'
function InteractiveBox() {
const [hovered, setHovered] = useState(false)
const [active, setActive] = useState(false)
return (
setActive(!active)}
onPointerOver={() => setHovered(true)}
onPointerOut={() => setHovered(false)}
>
)
}
Pattern 3: Animated Component with useFrame
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 (
)
}
Pattern 4: Loading GLTF Models
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 (
)
}
function App() {
return (
}>
)
}
function LoadingPlaceholder() {
return (
)
}
Pattern 5: Multiple Lights
function Lighting() {
return (
<>
{/* Ambient light for base illumination */}
{/* Directional light with shadows */}
{/* Point light for accent */}
{/* Spot light for focused illumination */}
)
}
Pattern 6: Instancing (Many Objects)
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 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 (
)
}
Pattern 7: Groups and Nesting
function Robot() {
return (
{/* Body */}
{/* Head */}
{/* Arms */}
)
}
Integration with Drei Helpers
Drei is the essential helper library for R3F, providing ready-to-use components:
OrbitControls
import { OrbitControls } from '@react-three/drei'
Environment & Lighting
import { Environment, ContactShadows } from '@react-three/drei'
{/* HDRI environment map */}
{/* Or custom */}
{/* Soft contact shadows */}
Text
import { Text, Text3D } from '@react-three/drei'
// 2D Billboard text
Hello World
// 3D extruded text
3D Text
useGLTF Hook (Drei)
import { useGLTF } from '@react-three/drei'
function Model() {
const { scene, materials, nodes } = useGLTF('/model.glb')
return
}
// Pre-load
useGLTF.preload('/model.glb')
Center & Bounds
import { Center, Bounds, useBounds } from '@react-three/drei'
// Auto-center objects
// Auto-fit camera to bounds
HTML Overlay
import { Html } from '@react-three/drei'
This is a box
Scroll Controls
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 ...
}
{/* HTML overlay */}
Scrollable content
Integration with Other Libraries
With GSAP
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 (
)
}
With Framer Motion
import { motion } from 'framer-motion-3d'
function AnimatedSphere() {
return (
)
}
With Zustand (State Management)
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 (
setColor('hotpink')}>
)
}
Performance Optimization
1. On-Demand Rendering
{/* Only renders when needed */}
// Manually trigger render
function MyComponent() {
const invalidate = useThree((state) => state.invalidate)
return (
invalidate()}>
)
}
2. Instancing
Use `` for rendering many identical objects:
function Particles({ count = 10000 }) {
const meshRef = useRef()
useEffect(() => {
const temp = new THREE.Object3D()
for (let i = 0; i
)
}
3. Frustum Culling
Objects outside the camera view are automatically culled.
// Disable for always-visible objects
4. LOD (Level of Detail)
import { Detailed } from '@react-three/drei'
{/* High detail - close to camera */}
{/* Medium detail */}
{/* Low detail - far from camera */}
5. Adaptive Performance
import { AdaptiveDpr, AdaptiveEvents, PerformanceMonitor } from '@react-three/drei'
{/* Reduce DPR when performance drops */}
{/* Reduce raycast frequency */}
{/* Monitor and respond to performance */}
console.log('Performance improved')}
onDecline={() => console.log('Performance degraded')}
>
6. Selective Re-renders
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)
Common Pitfalls & Solutions
❌ Pitfall 1: setState in useFrame
// ❌ BAD: Triggers React re-renders every frame
const [x, setX] = useState(0)
useFrame(() => setX((x) => x + 0.1))
return
✅ Solution: Mutate refs directly
// ✅ GOOD: Direct mutation, no re-renders
const meshRef = useRef()
useFrame((state, delta) => {
meshRef.current.position.x += delta
})
return
❌ Pitfall 2: Creating Objects in Render
// ❌ BAD: Creates new Vector3 every render
✅ Solution: Use arrays or useMemo
// ✅ GOOD: Use array notation
// Or useMemo for complex objects
const position = useMemo(() => new THREE.Vector3(1, 2, 3), [])
❌ Pitfall 3: Not Using useLoader Cache
// ❌ BAD: Loads texture every render
function Component() {
const [texture, setTexture] = useState()
useEffect(() => {
new TextureLoader().load('/texture.jpg', setTexture)
}, [])
return texture ? : null
}
✅ Solution: Use useLoader (automatic caching)
// ✅ GOOD: Cached and reused
function Component() {
const texture = useLoader(TextureLoader, '/texture.jpg')
return
}
❌ Pitfall 4: Conditional Mounting (Expensive)
// ❌ BAD: Unmounts and remounts (expensive)
{stage === 1 && }
{stage === 2 && }
{stage === 3 && }
✅ Solution: Use visibility prop
// ✅ GOOD: Components stay mounted, just hidden
function Stage1({ visible, ...props }) {
return ...
}
❌ Pitfall 5: useThree Outside Canvas
// ❌ BAD: Crashes - useThree must be inside Canvas
function App() {
const { size } = useThree()
return ...
}
✅ Solution: Use hooks inside Canvas children
// ✅ GOOD: useThree inside Canvas child
function CameraInfo() {
const { size } = useThree()
return null
}
function App() {
return (
)
}
❌ Pitfall 6: Not Disposing Resources
// ❌ 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()
}
}, [])
Best Practices
1. Component Composition
Break scenes into reusable components:
function Lights() {
return (
<>
)
}
function Scene() {
return (
<>
)
}
2. Suspend Heavy Assets
Always wrap async operations in Suspense:
}>
3. Use TypeScript
import { ThreeElements } from '@react-three/fiber'
function Box(props: ThreeElements['mesh']) {
return (
)
}
4. Organize by Feature
src/
components/
3d/
Scene.tsx
Lights.tsx
Camera.tsx
models/
Robot.tsx
Character.tsx
effects/
PostProcessing.tsx
5. Test with React DevTools Profiler
Monitor re-renders and optimize components causing performance issues.
Resources
References
references/api_reference.md- Complete R3F & Drei API documentationreferences/hooks_guide.md- Det
…
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: freshtechbro
- Source: freshtechbro/claudedesignskills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.