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
- Use when
package.jsondepends onthreeand code does `import * as THREE from
canvas responsive, setting up the animation loop, or adding OrbitControls.
'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
- Create the trio. A
Scene(root of the graph), a `PerspectiveCamera(fov, - Add a mesh.
new Mesh(geometry, material)andscene.add(mesh). With a - Drive a render loop with
renderer.setAnimationLoop(fn). It's the modern, - Handle resize so the camera aspect and renderer match the canvas; update
- Add
OrbitControlsfor orbit/pan/zoom while developing. Confirm something
specifier 'three' and 'three/addons/' must be mapped (in HTML or by a bundler). Addons (controls, loaders) live under three/addons/....
aspect, near, far) moved back from the origin, and a WebGLRenderer whose domElement is in the DOM. Set size and pixelRatio`.
lit material you also need a light (see threejs-materials-lighting).
WebXR-/WebGPU-safe replacement for hand-rolled requestAnimationFrame. Use a Clock for delta time.
camera.aspect, call updateProjectionMatrix(), and renderer.setSize(...).
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- Black canvas, no errors → camera is at the origin (inside/behind the object),
- Nothing animates → you never called
renderer.renderinside the loop, or you - Stretched / squashed view on resize → you resized the renderer but didn't
- Blurry or jagged on HiDPI → set
renderer.setPixelRatio(...); cap it (≈2) so - OrbitControls feel dead → with
enableDamping = trueyou must call - Old tutorials use
<script src="three.min.js">→ since r147 three.js ships
config). Map both "three" and "three/addons/"; addon paths must end with /.
or you used a lit material (MeshStandardMaterial) with no light. Move the camera back; use MeshNormalMaterial/MeshBasicMaterial to verify geometry first.
call setAnimationLoop but render outside it.
update camera.aspect + updateProjectionMatrix().
4K/retina screens don't tank performance.
controls.update() every frame.
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.