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npx skills add EnzeD/r3f-skills --skill "r3f-fundamentals"
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# Description
React Three Fiber fundamentals - Canvas, hooks (useFrame, useThree), JSX elements, events, refs. Use when setting up R3F scenes, creating components, handling the render loop, or working with Three.js objects in React.
# SKILL.md
name: r3f-fundamentals
description: React Three Fiber fundamentals - Canvas, hooks (useFrame, useThree), JSX elements, events, refs. Use when setting up R3F scenes, creating components, handling the render loop, or working with Three.js objects in React.
React Three Fiber Fundamentals
Quick Start
import { Canvas } from '@react-three/fiber'
import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'
function RotatingBox() {
const meshRef = useRef()
useFrame((state, delta) => {
meshRef.current.rotation.x += delta
meshRef.current.rotation.y += delta * 0.5
})
return (
<mesh ref={meshRef}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="hotpink" />
</mesh>
)
}
export default function App() {
return (
<Canvas camera={{ position: [0, 0, 5], fov: 75 }}>
<ambientLight intensity={0.5} />
<directionalLight position={[5, 5, 5]} />
<RotatingBox />
</Canvas>
)
}
Canvas Component
The root component that creates the WebGL context, scene, camera, and renderer.
import { Canvas } from '@react-three/fiber'
function App() {
return (
<Canvas
// Camera configuration
camera={{
position: [0, 5, 10],
fov: 75,
near: 0.1,
far: 1000,
}}
// Or use orthographic
orthographic
camera={{ zoom: 50, position: [0, 0, 100] }}
// Renderer settings
gl={{
antialias: true,
alpha: true,
powerPreference: 'high-performance',
preserveDrawingBuffer: true, // For screenshots
}}
dpr={[1, 2]} // Pixel ratio min/max
// Shadows
shadows // or shadows="soft" | "basic" | "percentage"
// Color management
flat // Disable automatic sRGB color management
// Frame loop control
frameloop="demand" // 'always' | 'demand' | 'never'
// Event handling
eventSource={document.getElementById('root')}
eventPrefix="client" // 'offset' | 'client' | 'page' | 'layer' | 'screen'
// Callbacks
onCreated={(state) => {
console.log('Canvas ready:', state.gl, state.scene, state.camera)
}}
onPointerMissed={() => console.log('Clicked background')}
// Styling
style={{ width: '100%', height: '100vh' }}
>
<Scene />
</Canvas>
)
}
Canvas Defaults
R3F sets sensible defaults:
- Renderer: antialias, alpha, outputColorSpace = SRGBColorSpace
- Camera: PerspectiveCamera at [0, 0, 5]
- Scene: Automatic resize handling
- Events: Pointer events enabled
useFrame Hook
Subscribe to the render loop. Called every frame (typically 60fps).
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
function AnimatedMesh() {
const meshRef = useRef()
useFrame((state, delta, xrFrame) => {
// state: Full R3F state (see useThree)
// delta: Time since last frame in seconds
// xrFrame: XR frame if in VR/AR mode
// Animate rotation
meshRef.current.rotation.y += delta
// Access clock
const elapsed = state.clock.elapsedTime
meshRef.current.position.y = Math.sin(elapsed) * 2
// Access pointer position (-1 to 1)
const { x, y } = state.pointer
meshRef.current.rotation.x = y * 0.5
meshRef.current.rotation.z = x * 0.5
})
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshStandardMaterial color="orange" />
</mesh>
)
}
useFrame with Priority
Control render order with priority (higher = later).
// Default priority is 0
useFrame((state, delta) => {
// Runs first
}, -1)
useFrame((state, delta) => {
// Runs after priority -1
}, 0)
// Manual rendering with positive priority
useFrame((state, delta) => {
// Take over rendering
state.gl.render(state.scene, state.camera)
}, 1)
Conditional useFrame
function ConditionalAnimation({ active }) {
useFrame((state, delta) => {
if (!active) return // Skip when inactive
meshRef.current.rotation.y += delta
})
}
useThree Hook
Access the R3F state store.
import { useThree } from '@react-three/fiber'
function CameraInfo() {
// Get full state (triggers re-render on any change)
const state = useThree()
// Selective subscription (recommended)
const camera = useThree((state) => state.camera)
const gl = useThree((state) => state.gl)
const scene = useThree((state) => state.scene)
const size = useThree((state) => state.size)
// Available state properties:
// gl: WebGLRenderer
// scene: Scene
// camera: Camera
// raycaster: Raycaster
// pointer: Vector2 (normalized -1 to 1)
// mouse: Vector2 (deprecated, use pointer)
// clock: Clock
// size: { width, height, top, left }
// viewport: { width, height, factor, distance, aspect }
// performance: { current, min, max, debounce, regress }
// events: Event handlers
// set: State setter
// get: State getter
// invalidate: Trigger re-render (for frameloop="demand")
// advance: Advance one frame (for frameloop="never")
return null
}
Common useThree Patterns
// Responsive to viewport
function ResponsiveObject() {
const viewport = useThree((state) => state.viewport)
return (
<mesh scale={[viewport.width / 4, viewport.height / 4, 1]}>
<planeGeometry />
<meshBasicMaterial color="blue" />
</mesh>
)
}
// Manual render trigger
function TriggerRender() {
const invalidate = useThree((state) => state.invalidate)
const handleClick = () => {
// Trigger render when using frameloop="demand"
invalidate()
}
}
// Update camera
function CameraController() {
const camera = useThree((state) => state.camera)
const set = useThree((state) => state.set)
useEffect(() => {
camera.position.set(10, 10, 10)
camera.lookAt(0, 0, 0)
}, [camera])
}
JSX Elements
All Three.js objects are available as JSX elements (camelCase).
Meshes
// Basic mesh structure
<mesh
position={[0, 0, 0]} // x, y, z
rotation={[0, Math.PI, 0]} // Euler angles in radians
scale={[1, 2, 1]} // x, y, z or single number
visible={true}
castShadow
receiveShadow
>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="red" />
</mesh>
// With ref
const meshRef = useRef()
<mesh ref={meshRef} />
// meshRef.current is the THREE.Mesh
Geometry args
Constructor arguments via args prop:
// BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments)
<boxGeometry args={[1, 1, 1, 1, 1, 1]} />
// SphereGeometry(radius, widthSegments, heightSegments)
<sphereGeometry args={[1, 32, 32]} />
// PlaneGeometry(width, height, widthSegments, heightSegments)
<planeGeometry args={[10, 10]} />
// CylinderGeometry(radiusTop, radiusBottom, height, radialSegments)
<cylinderGeometry args={[1, 1, 2, 32]} />
Groups
<group position={[5, 0, 0]} rotation={[0, Math.PI / 4, 0]}>
<mesh position={[-1, 0, 0]}>
<boxGeometry />
<meshStandardMaterial color="red" />
</mesh>
<mesh position={[1, 0, 0]}>
<boxGeometry />
<meshStandardMaterial color="blue" />
</mesh>
</group>
Nested Properties
Use dashes for nested properties:
<mesh
position-x={5}
rotation-y={Math.PI}
scale-z={2}
>
<meshStandardMaterial
color="red"
metalness={0.8}
roughness={0.2}
/>
</mesh>
// Shadow camera properties
<directionalLight
castShadow
shadow-mapSize={[2048, 2048]}
shadow-camera-left={-10}
shadow-camera-right={10}
shadow-camera-top={10}
shadow-camera-bottom={-10}
/>
attach Prop
Control how children attach to parents:
<mesh>
<boxGeometry />
{/* Default: attaches as 'material' */}
<meshStandardMaterial />
</mesh>
{/* Explicit attach */}
<mesh>
<boxGeometry attach="geometry" />
<meshStandardMaterial attach="material" />
</mesh>
{/* Array attachment */}
<mesh>
<boxGeometry />
<meshStandardMaterial attach="material-0" color="red" />
<meshStandardMaterial attach="material-1" color="blue" />
</mesh>
{/* Custom attachment with function */}
<someObject>
<texture
attach={(parent, self) => {
parent.map = self
return () => { parent.map = null } // Cleanup
}}
/>
</someObject>
Event Handling
R3F provides React-style events on 3D objects.
function InteractiveBox() {
const [hovered, setHovered] = useState(false)
const [clicked, setClicked] = useState(false)
return (
<mesh
onClick={(e) => {
e.stopPropagation() // Prevent bubbling
setClicked(!clicked)
// Event properties:
console.log(e.object) // THREE.Mesh
console.log(e.point) // Vector3 - intersection point
console.log(e.distance) // Distance from camera
console.log(e.face) // Intersected face
console.log(e.faceIndex) // Face index
console.log(e.uv) // UV coordinates
console.log(e.normal) // Face normal
console.log(e.pointer) // Normalized pointer coords
console.log(e.ray) // Raycaster ray
console.log(e.camera) // Camera
console.log(e.delta) // Distance moved (drag events)
}}
onContextMenu={(e) => console.log('Right click')}
onDoubleClick={(e) => console.log('Double click')}
onPointerOver={(e) => {
e.stopPropagation()
setHovered(true)
document.body.style.cursor = 'pointer'
}}
onPointerOut={(e) => {
setHovered(false)
document.body.style.cursor = 'default'
}}
onPointerDown={(e) => console.log('Pointer down')}
onPointerUp={(e) => console.log('Pointer up')}
onPointerMove={(e) => console.log('Moving over mesh')}
onWheel={(e) => console.log('Wheel:', e.deltaY)}
scale={hovered ? 1.2 : 1}
>
<boxGeometry />
<meshStandardMaterial color={clicked ? 'hotpink' : 'orange'} />
</mesh>
)
}
Event Propagation
Events bubble up through the scene graph:
<group onClick={(e) => console.log('Group clicked')}>
<mesh onClick={(e) => {
e.stopPropagation() // Stop bubbling to group
console.log('Mesh clicked')
}}>
<boxGeometry />
<meshStandardMaterial />
</mesh>
</group>
primitive Element
Use existing Three.js objects directly:
import * as THREE from 'three'
// Existing object
const geometry = new THREE.BoxGeometry()
const material = new THREE.MeshStandardMaterial({ color: 'red' })
const mesh = new THREE.Mesh(geometry, material)
function Scene() {
return <primitive object={mesh} position={[0, 1, 0]} />
}
// Common with loaded models
function Model({ gltf }) {
return <primitive object={gltf.scene} />
}
extend Function
Register custom Three.js classes for JSX use:
import { extend } from '@react-three/fiber'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
// Extend once (usually at module level)
extend({ OrbitControls })
// Now use as JSX
function Scene() {
const { camera, gl } = useThree()
return <orbitControls args={[camera, gl.domElement]} />
}
// TypeScript declaration
declare global {
namespace JSX {
interface IntrinsicElements {
orbitControls: ReactThreeFiber.Object3DNode<OrbitControls, typeof OrbitControls>
}
}
}
Refs and Imperative Access
import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function MeshWithRef() {
const meshRef = useRef<THREE.Mesh>(null)
const materialRef = useRef<THREE.MeshStandardMaterial>(null)
useEffect(() => {
if (meshRef.current) {
// Direct Three.js access
meshRef.current.geometry.computeBoundingBox()
console.log(meshRef.current.geometry.boundingBox)
}
}, [])
useFrame(() => {
if (materialRef.current) {
materialRef.current.color.setHSL(Math.random(), 1, 0.5)
}
})
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshStandardMaterial ref={materialRef} />
</mesh>
)
}
Performance Patterns
Avoiding Re-renders
// BAD: Creates new object every render
<mesh position={[x, y, z]} />
// GOOD: Mutate existing position
const meshRef = useRef()
useFrame(() => {
meshRef.current.position.x = x
})
<mesh ref={meshRef} />
// GOOD: Use useMemo for static values
const position = useMemo(() => [x, y, z], [x, y, z])
<mesh position={position} />
Component Isolation
// Isolate animated components to prevent parent re-renders
function Scene() {
return (
<>
<StaticEnvironment />
<AnimatedObject /> {/* Only this re-renders on animation */}
</>
)
}
function AnimatedObject() {
const ref = useRef()
useFrame((_, delta) => {
ref.current.rotation.y += delta
})
return <mesh ref={ref}><boxGeometry /></mesh>
}
Dispose
R3F auto-disposes geometries, materials, and textures. Override with:
<mesh dispose={null}> {/* Prevent auto-dispose */}
<boxGeometry />
<meshStandardMaterial />
</mesh>
Common Patterns
Fullscreen Canvas
// styles.css
html, body, #root {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}
// App.tsx
<Canvas style={{ width: '100%', height: '100%' }}>
Responsive Canvas
function ResponsiveScene() {
const { viewport } = useThree()
return (
<mesh scale={Math.min(viewport.width, viewport.height) / 5}>
<boxGeometry />
<meshStandardMaterial />
</mesh>
)
}
Forwarding Refs
import { forwardRef } from 'react'
const CustomMesh = forwardRef((props, ref) => {
return (
<mesh ref={ref} {...props}>
<boxGeometry />
<meshStandardMaterial color="orange" />
</mesh>
)
})
// Usage
const meshRef = useRef()
<CustomMesh ref={meshRef} position={[0, 1, 0]} />
Debugging with Leva
Leva provides a GUI for tweaking parameters in real-time during development.
Installation
npm install leva
Basic Controls
import { useControls } from 'leva'
function DebugMesh() {
const { position, color, scale, visible } = useControls({
position: { value: [0, 0, 0], step: 0.1 },
color: '#ff0000',
scale: { value: 1, min: 0.1, max: 5, step: 0.1 },
visible: true,
})
return (
<mesh position={position} scale={scale} visible={visible}>
<boxGeometry />
<meshStandardMaterial color={color} />
</mesh>
)
}
Organized Folders
import { useControls, folder } from 'leva'
function DebugScene() {
const { lightIntensity, lightColor, shadowMapSize } = useControls({
Lighting: folder({
lightIntensity: { value: 1, min: 0, max: 5 },
lightColor: '#ffffff',
shadowMapSize: { value: 1024, options: [512, 1024, 2048, 4096] },
}),
Camera: folder({
fov: { value: 75, min: 30, max: 120 },
near: { value: 0.1, min: 0.01, max: 1 },
}),
})
return (
<directionalLight
intensity={lightIntensity}
color={lightColor}
shadow-mapSize={[shadowMapSize, shadowMapSize]}
/>
)
}
Button Actions
import { useControls, button } from 'leva'
function DebugActions() {
const meshRef = useRef()
useControls({
'Reset Position': button(() => {
meshRef.current.position.set(0, 0, 0)
}),
'Random Color': button(() => {
meshRef.current.material.color.setHex(Math.random() * 0xffffff)
}),
'Log State': button(() => {
console.log(meshRef.current.position)
}),
})
return <mesh ref={meshRef}>...</mesh>
}
Hide in Production
import { Leva } from 'leva'
function App() {
return (
<>
{/* Hide Leva panel in production */}
<Leva hidden={process.env.NODE_ENV === 'production'} />
<Canvas>
<Scene />
</Canvas>
</>
)
}
Monitor Values (Read-Only)
import { useControls, monitor } from 'leva'
import { useFrame } from '@react-three/fiber'
function PerformanceMonitor() {
const [fps, setFps] = useState(0)
useControls({
FPS: monitor(() => fps, { graph: true, interval: 100 }),
})
useFrame((state) => {
// Update FPS display
setFps(Math.round(1 / state.clock.getDelta()))
})
return null
}
Integration with useFrame
function AnimatedDebugMesh() {
const meshRef = useRef()
const { speed, amplitude, enabled } = useControls('Animation', {
enabled: true,
speed: { value: 1, min: 0, max: 5 },
amplitude: { value: 1, min: 0, max: 3 },
})
useFrame(({ clock }) => {
if (!enabled) return
meshRef.current.position.y = Math.sin(clock.elapsedTime * speed) * amplitude
})
return (
<mesh ref={meshRef}>
<sphereGeometry />
<meshStandardMaterial color="cyan" />
</mesh>
)
}
See Also
r3f-geometry- Geometry creationr3f-materials- Material configurationr3f-lighting- Lights and shadowsr3f-interaction- Controls and user input
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