react-three-fiber

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.

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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 <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 settings

  • dpr

  • Device pixel ratio (default: [1, 2])

  • shadows

  • Enable shadow mapping (default: false)

  • frameloop

  • "always" (default), "demand", or "never"

  • flat

  • Disable color management for simpler colors

  • linear

  • Use linear color space instead of sRGB

  1. Declarative 3D Objects

Three.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/material

  • attach → 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} />

  1. 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 ( <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!
  1. 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 camera

  • scene

  • Three.js scene

  • gl

  • WebGL renderer

  • size

  • Canvas dimensions

  • viewport

  • Viewport dimensions in 3D units

  • clock

  • Three.js clock

  • pointer

  • Normalized mouse coordinates

  • invalidate()

  • Manually trigger render

  • setSize()

  • Manually resize canvas

  1. 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 <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')

Common Patterns

Pattern 1: Basic Scene Setup

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 */}
  &#x3C;mesh position={[0, 0, 0]}>
    &#x3C;boxGeometry args={[1, 1, 1]} />
    &#x3C;meshStandardMaterial color="hotpink" />
  &#x3C;/mesh>
&#x3C;/>

) }

function App() { return ( <Canvas camera={{ position: [0, 0, 5], fov: 75 }}> <Scene /> </Canvas> ) }

Pattern 2: Interactive Objects (Click, Hover)

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> ) }

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 ( <mesh ref={meshRef}> <sphereGeometry args={[1, 32, 32]} /> <meshStandardMaterial color="cyan" /> </mesh> ) }

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 ( <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> ) }

Pattern 5: Multiple Lights

function Lighting() { return ( <> {/* Ambient light for base illumination */} <ambientLight intensity={0.3} />

  {/* Directional light with shadows */}
  &#x3C;directionalLight
    position={[5, 5, 5]}
    intensity={1}
    castShadow
    shadow-mapSize-width={2048}
    shadow-mapSize-height={2048}
  />

  {/* Point light for accent */}
  &#x3C;pointLight position={[-5, 5, -5]} intensity={0.5} color="blue" />

  {/* Spot light for focused illumination */}
  &#x3C;spotLight
    position={[10, 10, 10]}
    angle={0.3}
    penumbra={1}
    intensity={1}
  />
&#x3C;/>

) }

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 < 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> ) }

Pattern 7: Groups and Nesting

function Robot() { return ( <group position={[0, 0, 0]}> {/* Body */} <mesh position={[0, 0, 0]}> <boxGeometry args={[1, 2, 1]} /> <meshStandardMaterial color="gray" /> </mesh>

  {/* Head */}
  &#x3C;mesh position={[0, 1.5, 0]}>
    &#x3C;sphereGeometry args={[0.5, 32, 32]} />
    &#x3C;meshStandardMaterial color="silver" />
  &#x3C;/mesh>

  {/* Arms */}
  &#x3C;group position={[-0.75, 0.5, 0]}>
    &#x3C;mesh>
      &#x3C;cylinderGeometry args={[0.1, 0.1, 1.5]} />
      &#x3C;meshStandardMaterial color="darkgray" />
    &#x3C;/mesh>
  &#x3C;/group>

  &#x3C;group position={[0.75, 0.5, 0]}>
    &#x3C;mesh>
      &#x3C;cylinderGeometry args={[0.1, 0.1, 1.5]} />
      &#x3C;meshStandardMaterial color="darkgray" />
    &#x3C;/mesh>
  &#x3C;/group>
&#x3C;/group>

) }

Integration with Drei Helpers

Drei is the essential helper library for R3F, providing ready-to-use components:

OrbitControls

import { OrbitControls } from '@react-three/drei'

<Canvas> <OrbitControls makeDefault enableDamping dampingFactor={0.05} minDistance={3} maxDistance={20} /> <Box /> </Canvas>

Environment & Lighting

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>

Text

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>

useGLTF Hook (Drei)

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')

Center & Bounds

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>

HTML Overlay

import { Html } from '@react-three/drei'

<mesh> <boxGeometry /> <meshStandardMaterial />

<Html position={[0, 1, 0]} center distanceFactor={10}

&#x3C;div className="annotation">
  This is a box
&#x3C;/div>

</Html> </mesh>

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 <mesh ref={meshRef}>...</mesh> }

<Canvas> <ScrollControls pages={3} damping={0.5}> <Scroll> <AnimatedScene /> </Scroll>

{/* HTML overlay */}
&#x3C;Scroll html>
  &#x3C;div style={{ height: '100vh' }}>
    &#x3C;h1>Scrollable content&#x3C;/h1>
  &#x3C;/div>
&#x3C;/Scroll>

</ScrollControls> </Canvas>

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 ( <mesh ref={meshRef}> <boxGeometry /> <meshStandardMaterial color="orange" /> </mesh> ) }

With Framer Motion

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> ) }

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 ( <mesh onClick={() => setColor('hotpink')}> <boxGeometry /> <meshStandardMaterial color={color} /> </mesh> ) }

Performance Optimization

  1. On-Demand Rendering

<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> ) }

  1. Instancing

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 &#x3C; 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> ) }

  1. Frustum Culling

Objects outside the camera view are automatically culled.

// Disable for always-visible objects <mesh frustumCulled={false}> <boxGeometry /> <meshStandardMaterial /> </mesh>

  1. LOD (Level of Detail)

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>

  1. Adaptive Performance

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')}

&#x3C;Scene />

</PerformanceMonitor> </Canvas>

  1. 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 <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} />

❌ Pitfall 2: Creating Objects in Render

// ❌ 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} />

❌ 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 ? <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} /> }

❌ Pitfall 4: Conditional Mounting (Expensive)

// ❌ 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> }

❌ Pitfall 5: useThree Outside Canvas

// ❌ 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> ) }

❌ 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 ( <> <ambientLight intensity={0.5} /> <spotLight position={[10, 10, 10]} angle={0.15} /> </> ) }

function Scene() { return ( <> <Lights /> <Model /> <Ground /> <Effects /> </> ) }

<Canvas> <Scene /> </Canvas>

  1. Suspend Heavy Assets

Always wrap async operations in Suspense:

<Canvas> <Suspense fallback={<Loader />}> <Model /> <Environment /> </Suspense> </Canvas>

  1. Use TypeScript

import { ThreeElements } from '@react-three/fiber'

function Box(props: ThreeElements['mesh']) { return ( <mesh {...props}> <boxGeometry /> <meshStandardMaterial /> </mesh> ) }

  1. Organize by Feature

src/ components/ 3d/ Scene.tsx Lights.tsx Camera.tsx models/ Robot.tsx Character.tsx effects/ PostProcessing.tsx

  1. Test with React DevTools Profiler

Monitor re-renders and optimize components causing performance issues.

Resources

References

  • references/api_reference.md

  • Complete R3F & Drei API documentation

  • references/hooks_guide.md

  • Detailed hooks usage and patterns

  • references/drei_helpers.md

  • Comprehensive Drei library guide

Scripts

  • scripts/component_generator.py

  • Generate R3F component boilerplate

  • scripts/scene_setup.py

  • Initialize R3F scene with common patterns

Assets

  • assets/starter_r3f/

  • Complete R3F + Vite starter template

  • assets/examples/

  • Real-world R3F component examples

External Resources

  • Official Docs

  • Drei Docs

  • Three.js Docs

  • R3F Discord

  • Poimandres (pmnd.rs) - Ecosystem overview

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