Skip to content

Pitfalls

Fresh

The most important gotcha in three.js is that creating objects can be expensive. Think twice before you mount/unmount things! Every material or light that you put into the scene has to compile, every geometry you create will be processed. Share materials and geometries if you can, either in global scope or locally:

jsx
const geom = useMemo(() => new BoxGeometry(), [])
const mat = useMemo(() => new MeshBasicMaterial(), [])
return items.map(i => <mesh geometry={geom} material={mat} ... />)

Try to use instancing as much as you can when you need to display many objects of a similar type!

Avoid setState in Loops

TLDR: don't — mutate inside useFrame!

  • three.js has a render-loop, it does not work like the DOM does. Fast updates are carried out in useFrame by mutation. useFrame is your per-component render-loop.
  • It is not enough to set values in succession — you need frame deltas. Instead of position.x += 0.1 consider position.x += delta or your project will run at different speeds depending on the end-user's system.
  • You might be tempted to setState inside useFrame but there is no reason to. You would only complicate something as simple as an update by routing it through React's scheduler.

setState in Loops is Bad

jsx
useEffect(() => {
  const interval = setInterval(() => setX((x) => x + 0.1), 1)
  return () => clearInterval(interval)
}, [])

setState in useFrame is Bad

jsx
const [x, setX] = useState(0)
useFrame(() => setX((x) => x + 0.1))
return <mesh position-x={x} />

setState in Fast Events is Bad

jsx
<mesh onPointerMove={(e) => setX((x) => e.point.x)} />

Instead, Just Mutate — Use Deltas

In general you should prefer useFrame. Consider mutating props safe as long as the component is the only entity that mutates. Use deltas instead of fixed values so that your app is refresh-rate independent and runs at the same speed everywhere!

jsx
const meshRef = useRef()
useFrame((state, delta) => (meshRef.current.position.x += delta))
return <mesh ref={meshRef} />

Same goes for events — use references:

jsx
<mesh onPointerMove={(e) => (ref.current.position.x = e.point.x)} />

If you must use intervals, use references as well — but keep in mind this is not refresh-rate independent:

jsx
useEffect(() => {
  const interval = setInterval(() => ref.current.position.x += 0.1, 1)
  return () => clearInterval(interval)
}, [])

Handle Animations in Loops

The frame loop is where you should place your animations. Use lerp or damp.

Use lerp + useFrame

jsx
function Signal({ active }) {
  const meshRef = useRef()
  useFrame((state, delta) => {
    meshRef.current.position.x = THREE.MathUtils.lerp(meshRef.current.position.x, active ? 100 : 0, 0.1)
  })
  return <mesh ref={meshRef} />

Or react-spring

jsx
import { a, useSpring } from '@react-spring/three'

function Signal({ active }) {
  const { x } = useSpring({ x: active ? 100 : 0 })
  return <a.mesh position-x={x} />

React-spring and framer-motion are popular alternatives — they have their own frame loops and animate outside of React.

Do Not Bind to Fast State Reactively

Using state-managers and selective state is fine, but not for updates that happen rapidly.

Don't Bind Reactive Fast-State

jsx
import { useSelector } from 'react-redux'

// Assuming that x gets animated inside the store 60fps
const x = useSelector((state) => state.x)
return <mesh position-x={x} />

Fetch State Directly

For instance using Zustand (same in Redux et al):

jsx
useFrame(() => (ref.current.position.x = api.getState().x))
return <mesh ref={ref} />

Don't Mount Indiscriminately

In three.js it is very common to not re-mount at all. Buffers and materials get re-initialized/compiled which can be expensive.

Avoid Mounting at Runtime

jsx
{stage === 1 && <Stage1 />}
{stage === 2 && <Stage2 />}
{stage === 3 && <Stage3 />}

Consider Using Visibility Instead

jsx
<Stage1 visible={stage === 1} />
<Stage2 visible={stage === 2} />
<Stage3 visible={stage === 3} />

function Stage1(props) {
  return (
    <group {...props}>
      ...

Use startTransition for Expensive Ops

React 18 introduces startTransition and useTransition APIs to defer and schedule work. Use these to de-prioritize expensive operations.

jsx
import { useTransition } from 'react'
import { Points } from '@react-three/drei'

const [isPending, startTransition] = useTransition()
const [radius, setRadius] = useState(1)
const positions = calculatePositions(radius)
const colors = calculateColors(radius)
const sizes = calculateSizes(radius)

<Points
  positions={positions}
  colors={colors}
  sizes={sizes}
  onPointerOut={() => {
    startTransition(() => {
      setRadius(prev => prev + 1)
    })
  }}
>
  <meshBasicMaterial vertexColors />
</Points>

Don't Re-Create Objects in Loops

Try to avoid creating too much effort for the garbage collector. Re-pool objects when you can!

Bad News for the GC

This creates a new vector 60 times a second:

jsx
useFrame(() => {
  ref.current.position.lerp(new THREE.Vector3(x, y, z), 0.1)
})

Better — Re-Use Object

Set up re-used objects in global or local space:

jsx
function Foo(props) {
  const vec = new THREE.Vector3()
  useFrame(() => {
    ref.current.position.lerp(vec.set(x, y, z), 0.1)
  })

useLoader Instead of Plain Loaders

Threejs loaders give you the ability to load async assets but if you do not re-use assets it can quickly become problematic.

No Re-Use is Bad for Perf

This re-fetches and re-parses for every component instance:

jsx
function Component() {
  const [texture, set] = useState()
  useEffect(() => void new TextureLoader().load(url, set), [])
  return texture ? (
    <mesh>
      <sphereGeometry />
      <meshBasicMaterial map={texture} />
    </mesh>
  ) : null
}

Cache and Re-Use Objects

jsx
function Component() {
  const texture = useLoader(TextureLoader, url)
  return (
    <mesh>
      <sphereGeometry />
      <meshBasicMaterial map={texture} />
    </mesh>
  )
}

Regarding GLTFs, try to use GLTFJSX as much as you can — this will create immutable JSX graphs which allow you to even re-use full models.