How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setupBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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.jsondepends onthreeand 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
- 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/....
- 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`.
- Add a mesh.
new Mesh(geometry, material)andscene.add(mesh). With a
lit material you also need a light (see threejs-materials-lighting).
- 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).
- Handle resize so the camera aspect and renderer match the canvas; update
camera.aspect, call updateProjectionMatrix(), and renderer.setSize(...).
- 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)
<canvas id="c"></canvas>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.1/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
// 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)
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 loop4. Responsive resize
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)
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.
// 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*Materials, 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.renderinside 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 = trueyou 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 anonBeforeCompilepatch 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.

