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threejs-scene-setup

gamedev-skills/awesome-gamedev-agent-skills/threejs-scene-setup

Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, OrbitControls, and opting into WebGPURenderer. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, WebGPURenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup

Skill files

SKILL.md

Last synced · Oct 25, 2026

references/scene-graph.md›
# three.js scene graph, cameras & cleanup (r150+)

Depth behind the scene-setup skill: coordinate conventions, the `Object3D`
hierarchy, the orthographic camera, and resource disposal.

## Coordinates & conventions

- Right-handed coordinate system: **+X right, +Y up, +Z toward the viewer**. A fresh
  `PerspectiveCamera` looks down **-Z**.
- Rotations are in **radians** (except `PerspectiveCamera`'s `fov`, which is degrees).
  Use `THREE.MathUtils.degToRad(deg)` when you think in degrees.
- Units are arbitrary but be consistent. glTF models are authored in metres; pick a
  scale and stick to it across the project.

## The Object3D hierarchy

Every visual thing (`Mesh`, `Group`, `Camera`, `Light`) extends `Object3D` and has
`position`, `rotation`, `quaternion`, and `scale`. Children inherit their parent's
transform.

```js
import * as THREE from 'three';

const turret = new THREE.Group();         // empty transform node
turret.add(barrelMesh);                   // child, positioned relative to turret
scene.add(turret);
turret.rotation.y = Math.PI / 4;          // rotates the whole group

barrelMesh.removeFromParent();            // detach (r129+)
scene.add(barrelMesh);                    // re-parent to the scene root
```

Useful traversal/lookup helpers:

```js
scene.getObjectByName('Player');          // first descendant with that .name
root.traverse((obj) => { /* visit every descendant */ });
obj.getWorldPosition(new THREE.Vector3()); // world-space position
```

Avoid scaling parents of physics/gameplay objects: non-unit parent scale compounds
through children and makes world-space math (raycasts, distances) error-prone.

## PerspectiveCamera vs OrthographicCamera

- **PerspectiveCamera(fov, aspect, near, far)** — objects shrink with distance.
  Default for 3D. Keep `near`/`far` as tight as the scene allows; a huge far/near
  ratio wrecks depth precision (z-fighting).
- **OrthographicCamera(left, right, top, bottom, near, far)** — no perspective;
  ideal for 2.5D, isometric, or CAD-like views. Size the frustum to the aspect:

```js
const aspect = window.innerWidth / window.innerHeight;
const d = 5;
const cam = new THREE.OrthographicCamera(-d * aspect, d * aspect, d, -d, 0.1, 100);
// On resize, recompute left/right from the new aspect, then updateProjectionMatrix().
```

After changing any projection property (`aspect`, `fov`, frustum extents, `zoom`)
call `camera.updateProjectionMatrix()`.

## Disposing of resources (avoiding leaks)

three.js cannot garbage-collect GPU memory for you. Removing an object from the
scene frees nothing on the GPU; you must dispose geometries, materials, and
textures explicitly.

```js
// Disposes everything under obj. Skip geometries/materials/textures that other
// objects still share, or they will be re-uploaded (or break) on the next frame.
function disposeObject(obj) {
  obj.traverse((node) => {
    if (node.geometry) node.geometry.dispose();
    const materials = Array.isArray(node.material) ? node.material : [node.material];
    for (const mat of materials) {
      if (!mat) continue;
      for (const key of Object.keys(mat)) {
        const value = mat[key];
        if (value && value.isTexture) value.dispose(); // map, normalMap, etc.
      }
      mat.dispose();
    }
    if (node.isSkinnedMesh) node.skeleton.dispose();    // bone texture
    node.dispose();   // Object3D.dispose() (r186+): shadow maps, instancing buffers
  });
  obj.removeFromParent();
}
```

`Object3D.dispose()` is on every object since r186 (before that only lights,
`InstancedMesh`, and `BatchedMesh` had it — guard with `node.dispose?.()` on older
releases). The base method frees no geometry, materials, or textures; those stay
manual (`BatchedMesh` is the exception: it owns and disposes its own geometry).

Also dispose render targets (`renderTarget.dispose()`) and, on full teardown, the
renderer (`renderer.dispose()`). When swapping levels, dispose the old level's
subtree before loading the next, or memory grows every transition.

## Stopping and restarting the loop

`renderer.setAnimationLoop(fn)` starts the loop; `setAnimationLoop(null)` stops it
(e.g. when the tab is hidden via the Page Visibility API, or a menu is open). This
is also the loop required by WebXR — `requestAnimationFrame` does not drive XR
frames.

## Render-on-demand

For static scenes or editors, you don't need a continuous loop. Render only when
something changes (input, controls' `change` event, a tween step):

```js
let needsRender = true;
controls.addEventListener('change', () => { needsRender = true; });
renderer.setAnimationLoop(() => {
  controls.update();          // keeps damping alive; fires 'change' while moving
  if (!needsRender) return;
  needsRender = false;
  renderer.render(scene, camera);
});
```

This cuts GPU/battery use dramatically for non-animated content.
SKILL.md›
---
name: threejs-scene-setup
description: >
  Stand up a three.js scene: import maps and the three/addons path, the
  Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop,
  responsive resize, OrbitControls, and opting into WebGPURenderer. Use when
  starting or debugging a three.js app — when the user mentions three.js,
  THREE.Scene, WebGLRenderer, WebGPURenderer, PerspectiveCamera, the render loop,
  resizing, or OrbitControls. For models use
  threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
---

# three.js Scene Setup

Create the foundation of a three.js app: module loading, the
scene/camera/renderer trio, the render loop, responsive resizing, and camera
controls. Patterns target **r186**. Read the installed `three` version before
changing an existing project because examples and addons move across releases.

## When to use

- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
  canvas responsive, setting up the animation loop, or adding `OrbitControls`.
- Use when `package.json` depends on `three` and code does `import * as THREE from
  'three'`.

**When *not* to use:** loading `.gltf`/`.glb` models or skinned animation →
`threejs-gltf-loading`. Materials, lights, shadows, environment maps →
`threejs-materials-lighting`. 2D rendering → `pixijs-rendering`.

## Core workflow

1. **Load three.js as an ES module with an import map.** Since r137 the bare
   specifier `'three'` must be resolved by an import map (in HTML) or a bundler;
   map `'three/addons/'` too. Addons (controls, loaders) live under
   `three/addons/...`.
2. **Create the trio.** A `Scene` (root of the graph), a `PerspectiveCamera(fov,
   aspect, near, far)` moved back from the origin, and a `WebGLRenderer` whose
   `domElement` is in the DOM. Set size and `pixelRatio`.
3. **Add a mesh.** `new Mesh(geometry, material)` and `scene.add(mesh)`. With a
   lit material you also need a light (see `threejs-materials-lighting`).
4. **Drive a render loop with `renderer.setAnimationLoop(fn)`.** It's the modern,
   WebXR-/WebGPU-safe replacement for hand-rolled `requestAnimationFrame`. Use a
   `Timer` for delta time (`Clock` is deprecated since r183).
5. **Handle resize** so the camera aspect and renderer match the canvas; update
   `camera.aspect`, call `updateProjectionMatrix()`, and `renderer.setSize(...)`.
6. **Add `OrbitControls`** for orbit/pan/zoom while developing. Confirm something
   actually renders (a lit cube, the controls responding) before assuming success.

## Patterns

### 1. HTML import map + module entry (no bundler)

```html
<canvas id="c"></canvas>
<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
  }
}
</script>
<script type="module" src="./main.js"></script>
```

With a bundler (Vite/webpack), skip the import map and just
`npm i three`; the same `import` statements resolve.

### 2. Scene + camera + renderer

```js
// main.js
import * as THREE from 'three';

const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
renderer.setSize(window.innerWidth, window.innerHeight);

const scene = new THREE.Scene();
scene.background = new THREE.Color(0x101018);

const camera = new THREE.PerspectiveCamera(
  60,                                   // vertical field of view (degrees)
  window.innerWidth / window.innerHeight, // aspect
  0.1,                                  // near
  100                                   // far
);
camera.position.set(3, 2, 5);
camera.lookAt(0, 0, 0);

const cube = new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshNormalMaterial()        // unlit; shows orientation without a light
);
scene.add(cube);
```

### 3. The render loop (setAnimationLoop + Timer)

```js
const timer = new THREE.Timer();        // replaces the deprecated THREE.Clock (r183+)
timer.connect(document);                // optional: no huge delta after a hidden tab

renderer.setAnimationLoop((time) => {
  timer.update(time);                   // call once per frame, before getDelta()
  const dt = timer.getDelta();          // seconds since last frame
  cube.rotation.x += dt;                // frame-rate independent
  cube.rotation.y += dt * 0.7;
  renderer.render(scene, camera);
});
// renderer.setAnimationLoop(null); // stop the loop
```

### 4. Responsive resize

```js
function onResize() {
  const w = window.innerWidth, h = window.innerHeight;
  camera.aspect = w / h;
  camera.updateProjectionMatrix();      // required after changing aspect
  renderer.setSize(w, h);
}
window.addEventListener('resize', onResize);
```

### 5. OrbitControls (orbit / pan / zoom)

```js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;          // inertial feel
controls.target.set(0, 0, 0);

renderer.setAnimationLoop(() => {
  controls.update();                    // needed every frame when damping is on
  renderer.render(scene, camera);
});
```

### 6. Opting into WebGPURenderer (only when you need it)

`WebGLRenderer` stays the default choice for compatibility. Switch to
`WebGPURenderer` when the project needs TSL node materials or compute shaders; it
falls back to a WebGL 2 backend where WebGPU is unavailable.

```js
// Official WebGPU examples map both "three" and "three/webgpu" to
// build/three.webgpu.js, plus "three/tsl" to build/three.tsl.js.
import * as THREE from 'three/webgpu';

const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
await renderer.init();                  // required before direct render()/compute()

renderer.setAnimationLoop(() => renderer.render(scene, camera));
```

Scenes, cameras, built-in `Mesh*Material`s, and most addons carry over; custom
GLSL (`ShaderMaterial`, `onBeforeCompile`) does not.

## Pitfalls

- **`Failed to resolve module specifier "three"`** → missing import map (or bundler
  config). Map both `"three"` and `"three/addons/"`; addon paths must end with `/`.
- **Black canvas, no errors** → camera is at the origin (inside/behind the object),
  or you used a lit material (`MeshStandardMaterial`) with no light. Move the camera
  back; use `MeshNormalMaterial`/`MeshBasicMaterial` to verify geometry first.
- **Nothing animates** → you never called `renderer.render` inside the loop, or you
  call `setAnimationLoop` but render outside it.
- **Stretched / squashed view on resize** → you resized the renderer but didn't
  update `camera.aspect` + `updateProjectionMatrix()`.
- **Blurry or jagged on HiDPI** → set `renderer.setPixelRatio(...)`; cap it (≈2) so
  4K/retina screens don't tank performance.
- **OrbitControls feel dead** → with `enableDamping = true` you must call
  `controls.update()` every frame.
- **Old tutorials use `<script src="three.min.js">` or `examples/js/...`** →
  `examples/js` was removed in r148 and `build/three.min.js` in r161; use
  `type="module"` + import maps.
- **`.render() called before the backend is initialized`** (WebGPURenderer) → call
  `await renderer.init()` before any direct `render()`/`compute()`, or render only
  from `setAnimationLoop`, which initializes first.
- **`Material "ShaderMaterial" is not compatible`, or an `onBeforeCompile` patch is
  ignored** (WebGPURenderer) → it renders node materials only; port the effect to
  TSL, or stay on `WebGLRenderer`.

## References

- For coordinate conventions, the scene-graph (`Group`, parent/child transforms,
  `Object3D` add/remove), `OrthographicCamera` for 2.5D, and disposing of
  geometries/materials/textures to avoid leaks, read `references/scene-graph.md`.

## Related skills

- `threejs-materials-lighting` — give surfaces a lit look (lights, shadows, PBR).
- `threejs-gltf-loading` — load 3D models and play their animations.
- `pixijs-rendering` — 2D rendering in the browser.
- `fps-shooter` — a 3D genre template that composes three.js skills.