
r3f-fundamentals
React Three Fiber core setup, Canvas configuration, scene hierarchy, camera systems, lighting, render loop, and React integration patterns. Use when setting up a new R3F project, configuring the Canvas component, managing scene structure, or understanding the declarative Three.js-in-React paradigm. The foundational skill that all other R3F skills depend on.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-fundamentals- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads r3f-fundamentals automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
React Three Fiber Fundamentals
Declarative Three.js via React components. R3F maps Three.js objects to JSX elements with automatic disposal, reactive updates, and React lifecycle integration.
Quick Start
import { Canvas } from '@react-three/fiber';
function App() {
return (
<Canvas>
<ambientLight intensity={0.5} />
<pointLight position={[10, 10, 10]} />
<mesh>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="hotpink" />
</mesh>
</Canvas>
);
}
Core Principle: Declarative Scene Graph
R3F converts Three.js imperative API to React's declarative model:
| Three.js (Imperative) | R3F (Declarative) |
|---|---|
new THREE.Mesh() | <mesh> |
mesh.position.set(1, 2, 3) | <mesh position={[1, 2, 3]}> |
scene.add(mesh) | JSX nesting handles hierarchy |
mesh.geometry.dispose() | Automatic on unmount |
Canvas Configuration
import { Canvas } from '@react-three/fiber';
<Canvas
// Renderer settings
gl={{ antialias: true, alpha: false, powerPreference: 'high-performance' }}
dpr={[1, 2]} // Device pixel ratio range
shadows // Enable shadow maps
// Camera (default: PerspectiveCamera)
camera={{
fov: 75,
near: 0.1,
far: 1000,
position: [0, 0, 5]
}}
// Or use orthographic
orthographic
camera={{ zoom: 50, position: [0, 0, 100] }}
// Performance
frameloop="demand" // 'always' | 'demand' | 'never'
performance={{ min: 0.5 }} // Adaptive performance
// Events
onCreated={({ gl, scene, camera }) => {
// Access Three.js objects after mount
}}
// Sizing
style={{ width: '100vw', height: '100vh' }}
/>
Frameloop Modes
| Mode | When to Use |
|---|---|
always | Continuous animation (games, simulations) |
demand | Static scenes, only re-render on state change |
never | Manual control via invalidate() |
// Demand mode with manual invalidation
import { useThree } from '@react-three/fiber';
function Controls() {
const invalidate = useThree(state => state.invalidate);
const handleDrag = () => {
// Update state...
invalidate(); // Request re-render
};
}
Scene Hierarchy
JSX nesting = Three.js parent-child relationships:
<group position={[0, 2, 0]} rotation={[0, Math.PI / 4, 0]}>
{/* Children inherit parent transforms */}
<mesh position={[1, 0, 0]}>
<sphereGeometry args={[0.5, 32, 32]} />
<meshStandardMaterial color="blue" />
</mesh>
<mesh position={[-1, 0, 0]}>
<boxGeometry args={[0.8, 0.8, 0.8]} />
<meshStandardMaterial color="red" />
</mesh>
</group>
Common Container Components
// Group: Transform container (no rendering)
<group position={[0, 0, 0]} />
// Object3D: Base class, rarely used directly
<object3D />
// Scene: Usually implicit (Canvas creates one)
<scene />
Camera Systems
Default Perspective Camera
<Canvas camera={{
fov: 75, // Field of view (degrees)
aspect: width/height, // Auto-calculated
near: 0.1, // Near clipping plane
far: 1000, // Far clipping plane
position: [0, 5, 10]
}} />
Custom Camera Component
import { PerspectiveCamera } from '@react-three/drei';
function Scene() {
return (
<>
<PerspectiveCamera
makeDefault // Set as active camera
fov={60}
position={[0, 2, 8]}
/>
{/* Scene contents */}
</>
);
}
Camera Access
import { useThree } from '@react-three/fiber';
function CameraController() {
const { camera } = useThree();
useEffect(() => {
camera.lookAt(0, 0, 0);
}, [camera]);
return null;
}
Lighting
Light Types
// Ambient: Uniform, directionless
<ambientLight intensity={0.4} color="#ffffff" />
// Directional: Sun-like, parallel rays
<directionalLight
position={[5, 10, 5]}
intensity={1}
castShadow
/>
// Point: Radiates from position
<pointLight
position={[0, 5, 0]}
intensity={1}
distance={20} // Range (0 = infinite)
decay={2} // Physical falloff
/>
// Spot: Cone-shaped
<spotLight
position={[0, 10, 0]}
angle={Math.PI / 6} // Cone angle
penumbra={0.5} // Edge softness
castShadow
/>
// Hemisphere: Sky/ground gradient
<hemisphereLight
skyColor="#87ceeb"
groundColor="#362907"
intensity={0.6}
/>
Shadow Setup
<Canvas shadows>
<directionalLight
castShadow
position={[10, 10, 10]}
shadow-mapSize={[2048, 2048]}
shadow-camera-far={50}
shadow-camera-left={-10}
shadow-camera-right={10}
shadow-camera-top={10}
shadow-camera-bottom={-10}
/>
<mesh castShadow>
<boxGeometry />
<meshStandardMaterial />
</mesh>
<mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -1, 0]}>
<planeGeometry args={[20, 20]} />
<meshStandardMaterial />
</mesh>
</Canvas>
Render Loop (useFrame)
useFrame runs every frame (60fps target). This is where animation happens.
import { useFrame, useThree } from '@react-three/fiber';
import { useRef } from 'react';
function RotatingBox() {
const meshRef = useRef<THREE.Mesh>(null!);
useFrame((state, delta) => {
// state: R3F state (camera, scene, clock, etc.)
// delta: Time since last frame (seconds)
meshRef.current.rotation.x += delta;
meshRef.current.rotation.y += delta * 0.5;
});
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshNormalMaterial />
</mesh>
);
}
useFrame State Object
useFrame((state) => {
state.clock // THREE.Clock
state.clock.elapsedTime // Total time (seconds)
state.camera // Active camera
state.scene // Scene object
state.gl // WebGLRenderer
state.size // { width, height }
state.viewport // { width, height, factor, distance }
state.mouse // Normalized mouse position [-1, 1]
state.raycaster // THREE.Raycaster
});
Render Priority
// Lower priority runs first, higher runs later
// Default is 0
useFrame(() => {
// Update physics
}, -1); // Runs before default
useFrame(() => {
// Update visuals
}, 0); // Default
useFrame(() => {
// Post-processing / camera
}, 1); // Runs after default
Accessing Three.js Objects
useThree Hook
import { useThree } from '@react-three/fiber';
function SceneInfo() {
const {
gl, // WebGLRenderer
scene, // THREE.Scene
camera, // Active camera
size, // Canvas dimensions
viewport, // Viewport in Three.js units
clock, // THREE.Clock
set, // Update state
get, // Get current state
invalidate, // Request re-render (demand mode)
advance, // Advance one frame (never mode)
} = useThree();
return null;
}
Refs for Direct Access
import { useRef } from 'react';
import * as THREE from 'three';
function DirectAccess() {
const meshRef = useRef<THREE.Mesh>(null!);
const materialRef = useRef<THREE.MeshStandardMaterial>(null!);
useEffect(() => {
// Direct Three.js API access
meshRef.current.geometry.computeBoundingBox();
materialRef.current.needsUpdate = true;
}, []);
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshStandardMaterial ref={materialRef} />
</mesh>
);
}
Events
R3F provides pointer events on meshes:
<mesh
onClick={(e) => console.log('click', e.point)}
onContextMenu={(e) => console.log('right click')}
onDoubleClick={(e) => console.log('double click')}
onPointerOver={(e) => console.log('hover')}
onPointerOut={(e) => console.log('unhover')}
onPointerDown={(e) => console.log('down')}
onPointerUp={(e) => console.log('up')}
onPointerMove={(e) => console.log('move')}
>
<boxGeometry />
<meshStandardMaterial />
</mesh>
Event Object
onClick={(e) => {
e.stopPropagation(); // Stop event bubbling
e.point // THREE.Vector3 intersection point
e.distance // Distance from camera
e.object // Intersected object
e.face // Intersected face
e.faceIndex // Face index
e.uv // UV coordinates
e.camera // Camera used for raycasting
e.delta // Distance from last event
}}
Suspense & Loading
R3F integrates with React Suspense for async loading:
import { Suspense } from 'react';
import { useLoader } from '@react-three/fiber';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
function Model() {
const gltf = useLoader(GLTFLoader, '/model.glb');
return <primitive object={gltf.scene} />;
}
function App() {
return (
<Canvas>
<Suspense fallback={<LoadingSpinner />}>
<Model />
</Suspense>
</Canvas>
);
}
function LoadingSpinner() {
const meshRef = useRef<THREE.Mesh>(null!);
useFrame((_, delta) => {
meshRef.current.rotation.z += delta * 2;
});
return (
<mesh ref={meshRef}>
<torusGeometry args={[1, 0.2, 16, 32]} />
<meshBasicMaterial color="white" wireframe />
</mesh>
);
}
Dependencies
{
"dependencies": {
"@react-three/fiber": "^8.15.0",
"three": "^0.160.0",
"react": "^18.2.0",
"react-dom": "^18.2.0"
},
"devDependencies": {
"@types/three": "^0.160.0"
}
}
File Structure
r3f-fundamentals/
├── SKILL.md
├── references/
│ ├── canvas-props.md # Complete Canvas prop reference
│ ├── hooks-api.md # useThree, useFrame, useLoader
│ └── event-system.md # Event handling deep-dive
└── scripts/
├── templates/
│ ├── basic-scene.tsx # Minimal starter
│ ├── lit-scene.tsx # With proper lighting
│ └── interactive.tsx # With events and animation
└── utils/
└── canvas-config.ts # Preset configurations
Reference
references/canvas-props.md— Complete Canvas configuration optionsreferences/hooks-api.md— All R3F hooks with examplesreferences/event-system.md— Pointer events and raycasting
FAQ
What does the r3f-fundamentals skill do?
React Three Fiber core setup, Canvas configuration, scene hierarchy, camera systems, lighting, render loop, and React integration patterns. Use when setting up a new R3F project, configuring the Canvas component, managing scene structure, or understanding the declarative Three.js-in-React paradigm. The foundational skill that all other R3F skills depend on.
How do I install r3f-fundamentals?
Run npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-fundamentals in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/r3f-fundamentals/ (personal) or .claude/skills/r3f-fundamentals/ (project).
Which AI agents can use r3f-fundamentals?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is r3f-fundamentals safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains r3f-fundamentals?
It is published by bbeierle12 in bbeierle12/skill-mcp-claude. It has 122 recorded installs.
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