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threejs-scene-setup — Claude Code skill: scene setup

Sets up the foundation of a three.js scene and helps diagnose a blank or black canvas. Use it for rendering loops, responsive sizing, camera setup, or OrbitControls.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup -a claude-code
Open on GitHub

What threejs-scene-setup does

This skill builds the starting structure for a three.js app: ES module loading through an import map or bundler, Scene, PerspectiveCamera, and WebGLRenderer. It covers adding a mesh, setting canvas size and pixel ratio, and checking geometry with an unlit material.

For animation, it uses renderer.setAnimationLoop() with Timer, which replaces the deprecated Clock from r183. It also handles resize work: change camera.aspect, call updateProjectionMatrix(), then resize the renderer. OrbitControls can add orbit, pan, and zoom controls; with damping enabled, call update() every frame.

The patterns target r186. Check the installed three version before editing an existing project, because example and addon paths change between releases. Use WebGPURenderer for TSL node materials or compute shaders; custom GLSL through ShaderMaterial and onBeforeCompile does not carry over.

What it helps with

  • create a three.js scene with camera and renderer
  • diagnose a blank or black canvas
  • update camera projection on window resize
  • add OrbitControls for camera navigation
  • switch to WebGPURenderer for TSL and compute shaders

Example prompts for the agent

  • Set up a three.js scene in main.js with Scene, PerspectiveCamera, and WebGLRenderer.
  • My canvas is blank. Check the three imports, camera position, and setAnimationLoop() rendering.
  • Add OrbitControls and resize handling when the browser window changes size.

How to install threejs-scene-setup

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup -a claude-code

2Manually: put the files in place

~/.claude/skills/threejs-scene-setup/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/threejs-scene-setup/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about threejs-scene-setup

How do I install threejs-scene-setup in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup -a claude-code, then run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup -a claude-code again. The skill file is placed at ~/.claude/skills/threejs-scene-setup/SKILL.md.

What does threejs-scene-setup do?

It guides setup and debugging for a three.js scene: imports, camera, renderer, render loop, responsive resizing, and OrbitControls. It also covers common causes of an empty canvas.

When should I use WebGPURenderer instead of WebGLRenderer?

WebGLRenderer remains the default choice for compatibility. Choose WebGPURenderer when the project needs TSL node materials or compute shaders, and call await renderer.init() before direct render() or compute() calls.

Source text

SKILL.md · Apache-2.0
---
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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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