Threejs Scene Setup

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

Instructions onlySoftware Development
AI-generated overview

Guides setting up a three.js scene: import maps, scene/camera/renderer, render loop, resize, and OrbitControls.

What it does
Provides instructions and code patterns for bootstrapping a three.js application: loading three.js as an ES module with an import map, creating the Scene, PerspectiveCamera and WebGLRenderer trio, adding a mesh, driving a render loop with setAnimationLoop and Timer, handling responsive resize, and adding OrbitControls. It also lists common pitfalls such as unresolved module specifiers, black canvases, and stretched views, and points to a reference file on the scene graph. It produces guidance and example code rather than files or scripts.
When to use it
Use it when starting a new three.js app or debugging an existing one, especially for blank or black canvases, responsive canvas sizing, animation loops, or OrbitControls. It is not intended for loading glTF models, materials and lighting, or 2D rendering, which are covered by other skills.
Requirements
No scripts are shipped; it is instructions only. Following the patterns requires a JavaScript runtime in the browser or a bundler such as Vite or webpack, and network access if three.js is loaded from a CDN via an import map.

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 r147 the bare specifier 'three' and 'three/addons/' must be mapped (in HTML or by a bundler). 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.jsimport * 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 perfrenderer.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 feelcontrols.target.set(0, 0, 0);
renderer.setAnimationLoop(() => {  controls.update();                    // needed every frame when damping is on  renderer.render(scene, camera);});

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"> → since r147 three.js ships ES modules only; use type="module" + import maps.

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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/web-engines/threejs-scene-setupat commitd4b0e35

License: No license

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