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.
Declarative Three.js via React components. R3F maps Three.js objects to JSX elements with automatic disposal, reactive updates, and React lifecycle integration.
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>
);
}
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 |
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' }}
/>
| 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
};
}
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>
// Group: Transform container (no rendering)
<group position={[0, 0, 0]} />
// Object3D: Base class, rarely used directly
<object3D />
// Scene: Usually implicit (Canvas creates one)
<scene />
<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]
}} />
import { PerspectiveCamera } from '@react-three/drei';
function Scene() {
return (
<>
<PerspectiveCamera
makeDefault // Set as active camera
fov={60}
position={[0, 2, 8]}
/>
{/* Scene contents */}
</>
);
}
import { useThree } from '@react-three/fiber';
function CameraController() {
const { camera } = useThree();
useEffect(() => {
camera.lookAt(0, 0, 0);
}, [camera]);
return null;
}
// 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}
/>
<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>
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) => {
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
});
// 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
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;
}
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>
);
}
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>
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
}}
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": {
"@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"
}
}
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
references/canvas-props.md — Complete Canvas configuration optionsreferences/hooks-api.md — All R3F hooks with examplesreferences/event-system.md — Pointer events and raycasting