Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
Build 3D web experiences with proper resource management and performance patterns.
Build 3D web experiences with proper resource management and performance patterns.
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
Call .dispose() on geometries, materials, and textures before removing objects β Three.js never garbage collects GPU resources automatically When removing a mesh: mesh.geometry.dispose(); mesh.material.dispose(); scene.remove(mesh) β missing any step causes memory leaks Textures loaded via TextureLoader stay in GPU memory forever unless explicitly disposed β track and clean up on scene transitions
Always use renderer.setAnimationLoop(animate) instead of manual requestAnimationFrame β it handles VR, pauses when tab is hidden, and provides proper timing For animations, use clock.getDelta() for frame-independent movement β raw frame counting breaks on different refresh rates
On window resize, update both camera aspect AND renderer size: camera.aspect = width/height; camera.updateProjectionMatrix(); renderer.setSize(width, height) Missing updateProjectionMatrix() after aspect change causes stretched/squished rendering Use renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) β values above 2 kill performance with minimal visual benefit
OrbitControls and other addons: import { OrbitControls } from 'three/addons/controls/OrbitControls.js' β the path varies by bundler, check your setup Always set controls.enableDamping = true with OrbitControls and call controls.update() in render loop β without this, damping silently fails
MeshBasicMaterial ignores all lights β use MeshStandardMaterial or MeshPhongMaterial for lit scenes Add ambient light (new THREE.AmbientLight(0xffffff, 0.5)) as baseline β scenes with only directional lights have pitch-black shadows HDR environment maps via PMREMGenerator give far better reflections than point lights on metallic materials
GLTFLoader is the standard for 3D models β use Draco compression for large meshes (add DRACOLoader) Texture loading is async β models may render black until textures load; use LoadingManager for loading screens CORS blocks textures from other domains β host assets on same origin or configure proper CORS headers
Default near/far planes (0.1 to 1000) cause z-fighting on large scenes β adjust to smallest range that fits your scene Camera inside an object renders nothing β check position after loading external models (they may have unexpected transforms) PerspectiveCamera FOV is vertical, not horizontal β 75 degrees is a common default
Merge static geometries with BufferGeometryUtils.mergeBufferGeometries() β each mesh is a draw call, fewer meshes = faster Use InstancedMesh for many identical objects β hundreds of draw calls become one Set object.frustumCulled = true (default) but verify large objects aren't disappearing at edges β bounding sphere may be wrong Call renderer.info to debug draw calls, triangles, and textures in memory
AnimationMixer requires mixer.update(delta) every frame with actual delta time β passing 0 or skipping frames breaks animations Skinned meshes (characters) need SkeletonHelper during development to debug bone issues
Agent frameworks, memory systems, reasoning layers, and model-native orchestration.
Largest current source with strong distribution and engagement signals.