r3f-best-practices

Installation
Summary

Comprehensive guide for optimizing React Three Fiber and Poimandres ecosystem code across 70+ rules.

  • Covers 12 priority-ranked categories from performance and re-renders (critical) through physics and debug tools, with rule prefixes for quick reference
  • Emphasizes avoiding setState in useFrame, isolating React state, using Zustand selectors, and memoizing expensive components to prevent excessive re-renders
  • Includes patterns for useFrame animation with delta time, Drei helpers (useGLTF, useTexture, Environment), Suspense loading, and post-processing effects
  • Provides code examples for common pitfalls: direct ref mutation instead of state updates, visibility toggling instead of remounting, and transient subscriptions for continuous values
SKILL.md

React Three Fiber Best Practices

Comprehensive guide for React Three Fiber and the Poimandres ecosystem. Contains 70+ rules across 12 categories, prioritized by impact.

Sources & Credits

Additional tips from 100 Three.js Tips by Utsubo

When to Apply

Reference these guidelines when:

  • Writing new R3F components
  • Optimizing R3F performance (re-renders are the #1 issue)
  • Using Drei helpers correctly
  • Managing state with Zustand
  • Implementing post-processing or physics

Ecosystem Coverage

  • @react-three/fiber - React renderer for Three.js
  • @react-three/drei - Useful helpers and abstractions
  • @react-three/postprocessing - Post-processing effects
  • @react-three/rapier - Physics engine
  • zustand - State management
  • leva - Debug GUI

Rule Categories by Priority

Priority Category Impact Prefix
1 Performance & Re-renders CRITICAL perf-
2 useFrame & Animation CRITICAL frame-
3 Component Patterns HIGH component-
4 Canvas & Setup HIGH canvas-
5 Drei Helpers MEDIUM-HIGH drei-
6 Loading & Suspense MEDIUM-HIGH loading-
7 State Management MEDIUM state-
8 Events & Interaction MEDIUM events-
9 Post-processing MEDIUM postpro-
10 Physics (Rapier) LOW-MEDIUM physics-
11 Leva (Debug GUI) LOW leva-

Quick Reference

1. Performance & Re-renders (CRITICAL)

  • perf-never-set-state-in-useframe - NEVER call setState in useFrame
  • perf-isolate-state - Isolate components that need React state
  • perf-zustand-selectors - Use Zustand selectors, not entire store
  • perf-transient-subscriptions - Use transient subscriptions for continuous values
  • perf-memo-components - Memoize expensive components
  • perf-keys-for-lists - Use stable keys for dynamic lists
  • perf-avoid-inline-objects - Avoid creating objects/arrays in JSX
  • perf-dispose-auto - Understand R3F auto-dispose behavior
  • perf-visibility-toggle - Toggle visibility instead of remounting
  • perf-r3f-perf - Use r3f-perf for performance monitoring

2. useFrame & Animation (CRITICAL)

  • frame-priority - Use priority for execution order
  • frame-delta-time - Always use delta for animations
  • frame-conditional-subscription - Disable useFrame when not needed
  • frame-destructure-state - Destructure only what you need
  • frame-render-on-demand - Use invalidate() for on-demand rendering
  • frame-avoid-heavy-computation - Move heavy work outside useFrame

3. Component Patterns (HIGH)

  • component-jsx-elements - Use JSX for Three.js objects
  • component-attach-prop - Use attach for non-standard properties
  • component-primitive - Use primitive for existing objects
  • component-extend - Use extend() for custom classes
  • component-forwardref - Use forwardRef for reusable components
  • component-dispose-null - Set dispose={null} on shared resources

4. Canvas & Setup (HIGH)

  • canvas-size-container - Canvas fills parent container
  • canvas-camera-default - Configure camera via prop
  • canvas-gl-config - Configure WebGL context
  • canvas-shadows - Enable shadows at Canvas level
  • canvas-frameloop - Choose appropriate frameloop mode
  • canvas-events - Configure event handling
  • canvas-linear-flat - Use linear/flat for correct colors

5. Drei Helpers (MEDIUM-HIGH)

  • drei-use-gltf - useGLTF with preloading
  • drei-use-texture - useTexture for texture loading
  • drei-environment - Environment for realistic lighting
  • drei-orbit-controls - OrbitControls from Drei
  • drei-html - Html for DOM overlays
  • drei-text - Text for 3D text
  • drei-instances - Instances for optimized instancing
  • drei-use-helper - useHelper for debug visualization
  • drei-bounds - Bounds to fit camera
  • drei-center - Center to center objects
  • drei-float - Float for floating animation

6. Loading & Suspense (MEDIUM-HIGH)

  • loading-suspense - Wrap async components in Suspense
  • loading-preload - Preload assets with useGLTF.preload
  • loading-use-progress - useProgress for loading UI
  • loading-lazy-components - Lazy load heavy components
  • loading-error-boundary - Handle loading errors

7. State Management (MEDIUM)

  • state-zustand-store - Create focused Zustand stores
  • state-avoid-objects-in-store - Be careful with Three.js objects
  • state-subscribeWithSelector - Fine-grained subscriptions
  • state-persist - Persist state when needed
  • state-separate-concerns - Separate stores by concern

8. Events & Interaction (MEDIUM)

  • events-pointer-events - Use pointer events on meshes
  • events-stop-propagation - Prevent event bubbling
  • events-cursor-pointer - Change cursor on hover
  • events-raycast-filter - Filter raycasting
  • events-event-data - Understand event data structure

9. Post-processing (MEDIUM)

  • postpro-effect-composer - Use EffectComposer
  • postpro-common-effects - Common effects reference
  • postpro-selective-bloom - SelectiveBloom for optimized glow
  • postpro-custom-shader - Create custom effects
  • postpro-performance - Optimize post-processing

10. Physics Rapier (LOW-MEDIUM)

  • physics-setup - Basic Rapier setup
  • physics-body-types - dynamic, fixed, kinematic
  • physics-colliders - Choose appropriate colliders
  • physics-events - Handle collision events
  • physics-api-ref - Use ref for physics API
  • physics-performance - Optimize physics

11. Leva (LOW)

  • leva-basic - Basic Leva usage
  • leva-folders - Organize with folders
  • leva-conditional - Hide in production

How to Use

Read individual rule files for detailed explanations and code examples:

rules/perf-never-set-state-in-useframe.md
rules/drei-use-gltf.md
rules/state-zustand-selectors.md

Full Compiled Document

For the complete guide with all rules expanded: ../R3F_BEST_PRACTICES.md

Critical Patterns

NEVER setState in useFrame

// BAD - 60 re-renders per second!
function BadComponent() {
  const [position, setPosition] = useState(0);
  useFrame(() => {
    setPosition(p => p + 0.01); // NEVER DO THIS
  });
  return <mesh position-x={position} />;
}

// GOOD - Mutate refs directly
function GoodComponent() {
  const meshRef = useRef();
  useFrame(() => {
    meshRef.current.position.x += 0.01;
  });
  return <mesh ref={meshRef} />;
}

Zustand Selectors

// BAD - Re-renders on ANY store change
const store = useGameStore();

// GOOD - Only re-renders when playerX changes
const playerX = useGameStore(state => state.playerX);

// BETTER - No re-renders, direct mutation
useFrame(() => {
  const { value } = useStore.getState();
  ref.current.position.x = value;
});

Drei useGLTF

import { useGLTF } from '@react-three/drei';

function Model() {
  const { scene } = useGLTF('/model.glb');
  return <primitive object={scene} />;
}

// Preload for instant loading
useGLTF.preload('/model.glb');

Suspense Loading

function App() {
  return (
    <Canvas>
      <Suspense fallback={<Loader />}>
        <Model />
      </Suspense>
    </Canvas>
  );
}

r3f-perf Monitoring

import { Perf } from 'r3f-perf';

function App() {
  return (
    <Canvas>
      <Perf position="top-left" />
      <Scene />
    </Canvas>
  );
}

Toggle Visibility (Not Remounting)

// BAD: Remounting destroys and recreates
{showModel && <Model />}

// GOOD: Toggle visibility, keeps instance alive
<Model visible={showModel} />
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