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 r184. 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
- 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/....
- 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) and scene.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
Clock for delta time.
- 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@0.184.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.184.0/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 + Clock)
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
const dt = clock.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
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);
});
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.
1---2name: threejs-scene-setup3description: 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.4---5
6# three.js Scene Setup
7
8Create the foundation of a three.js app: module loading, the
9scene/camera/renderer trio, the render loop, responsive resizing, and camera
10controls. Patterns target **r184**. Read the installed `three` version before
11changing an existing project because examples and addons move across releases.
12
13## When to use
14
15- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
16 canvas responsive, setting up the animation loop, or adding `OrbitControls`.
17- Use when `package.json` depends on `three` and code does `import * as THREE from
18 'three'`.
19
20**When *not* to use:** loading `.gltf`/`.glb` models or skinned animation →
21`threejs-gltf-loading`. Materials, lights, shadows, environment maps →
22`threejs-materials-lighting`. 2D rendering → `pixijs-rendering`.
23
24## Core workflow
25
261. **Load three.js as an ES module with an import map.** Since r147 the bare
27 specifier `'three'` and `'three/addons/'` must be mapped (in HTML or by a
28 bundler). Addons (controls, loaders) live under `three/addons/...`.
292. **Create the trio.** A `Scene` (root of the graph), a `PerspectiveCamera(fov,
30 aspect, near, far)` moved back from the origin, and a `WebGLRenderer` whose
31 `domElement` is in the DOM. Set size and `pixelRatio`.
323. **Add a mesh.** `new Mesh(geometry, material)` and `scene.add(mesh)`. With a
33 lit material you also need a light (see `threejs-materials-lighting`).
344. **Drive a render loop with `renderer.setAnimationLoop(fn)`.** It's the modern,
35 WebXR-/WebGPU-safe replacement for hand-rolled `requestAnimationFrame`. Use a
36 `Clock` for delta time.
375. **Handle resize** so the camera aspect and renderer match the canvas; update
38 `camera.aspect`, call `updateProjectionMatrix()`, and `renderer.setSize(...)`.
396. **Add `OrbitControls`** for orbit/pan/zoom while developing. Confirm something
40 actually renders (a lit cube, the controls responding) before assuming success.
41
42## Patterns
43
44### 1. HTML import map + module entry (no bundler)
45
46```html
47<canvas id="c"></canvas>
48<script type="importmap">
49{
50 "imports": {
51 "three": "https://cdn.jsdelivr.net/npm/three@0.184.0/build/three.module.js",
52 "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.184.0/examples/jsm/"
53 }
54}
55</script>
56<script type="module" src="./main.js"></script>
57```
58
59With a bundler (Vite/webpack), skip the import map and just
60`npm i three`; the same `import` statements resolve.
61
62### 2. Scene + camera + renderer
63
64```js
65// main.js
66import * as THREE from 'three';
67
68const canvas = document.querySelector('#c');
69const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
70renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
71renderer.setSize(window.innerWidth, window.innerHeight);
72
73const scene = new THREE.Scene();
74scene.background = new THREE.Color(0x101018);
75
76const camera = new THREE.PerspectiveCamera(
77 60, // vertical field of view (degrees)
78 window.innerWidth / window.innerHeight, // aspect
79 0.1, // near
80 100 // far
81);
82camera.position.set(3, 2, 5);
83camera.lookAt(0, 0, 0);
84
85const cube = new THREE.Mesh(
86 new THREE.BoxGeometry(1, 1, 1),
87 new THREE.MeshNormalMaterial() // unlit; shows orientation without a light
88);
89scene.add(cube);
90```
91
92### 3. The render loop (setAnimationLoop + Clock)
93
94```js
95const clock = new THREE.Clock();
96
97renderer.setAnimationLoop(() => {
98 const dt = clock.getDelta(); // seconds since last frame
99 cube.rotation.x += dt; // frame-rate independent
100 cube.rotation.y += dt * 0.7;
101 renderer.render(scene, camera);
102});
103// renderer.setAnimationLoop(null); // stop the loop
104```
105
106### 4. Responsive resize
107
108```js
109function onResize() {
110 const w = window.innerWidth, h = window.innerHeight;
111 camera.aspect = w / h;
112 camera.updateProjectionMatrix(); // required after changing aspect
113 renderer.setSize(w, h);
114}
115window.addEventListener('resize', onResize);
116```
117
118### 5. OrbitControls (orbit / pan / zoom)
119
120```js
121import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
122
123const controls = new OrbitControls(camera, renderer.domElement);
124controls.enableDamping = true; // inertial feel
125controls.target.set(0, 0, 0);
126
127renderer.setAnimationLoop(() => {
128 controls.update(); // needed every frame when damping is on
129 renderer.render(scene, camera);
130});
131```
132
133## Pitfalls
134
135- **`Failed to resolve module specifier "three"`** → missing import map (or bundler
136 config). Map both `"three"` and `"three/addons/"`; addon paths must end with `/`.
137- **Black canvas, no errors** → camera is at the origin (inside/behind the object),
138 or you used a lit material (`MeshStandardMaterial`) with no light. Move the camera
139 back; use `MeshNormalMaterial`/`MeshBasicMaterial` to verify geometry first.
140- **Nothing animates** → you never called `renderer.render` inside the loop, or you
141 call `setAnimationLoop` but render outside it.
142- **Stretched / squashed view on resize** → you resized the renderer but didn't
143 update `camera.aspect` + `updateProjectionMatrix()`.
144- **Blurry or jagged on HiDPI** → set `renderer.setPixelRatio(...)`; cap it (≈2) so
145 4K/retina screens don't tank performance.
146- **OrbitControls feel dead** → with `enableDamping = true` you must call
147 `controls.update()` every frame.
148- **Old tutorials use `<script src="three.min.js">`** → since r147 three.js ships
149 ES modules only; use `type="module"` + import maps.
150
151## References
152
153- For coordinate conventions, the scene-graph (`Group`, parent/child transforms,
154 `Object3D` add/remove), `OrthographicCamera` for 2.5D, and disposing of
155 geometries/materials/textures to avoid leaks, read `references/scene-graph.md`.
156
157## Related skills
158
159- `threejs-materials-lighting` — give surfaces a lit look (lights, shadows, PBR).
160- `threejs-gltf-loading` — load 3D models and play their animations.
161- `pixijs-rendering` — 2D rendering in the browser.
162- `fps-shooter` — a 3D genre template that composes three.js skills.