archive/archived-diagnosis-plans/active-plans-review-2026-04-14/possibleassethelp/skills/react-three-fiber-game/SKILL.md
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.
npx skillsauth add chelch5/scafforge react-three-fiber-gameInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Use this skill when the 3D runtime lives inside a React application. This is the default React-native 3D path in the plugin and should be preferred over vanilla Three.js when the app shell, settings, storefront, editor surface, or surrounding product already uses React.
Recommended stack:
@react-three/fiberthree@react-three/drei@react-three/rapier@react-three/postprocessing@react-three/a11y when accessibility-sensitive interaction matters@react-three/rapier for physics integration.@react-three/postprocessing for optional effects.@react-three/a11y when the interaction model benefits from accessible scene semantics.Canvas with equally weighted glass cards.Canvas.../web-game-foundations/SKILL.md../game-ui-frontend/SKILL.md../../references/three-hud-layout-patterns.md../../references/react-three-fiber-stack.md../../references/react-three-fiber-starter.md../../references/gltf-loading-starter.md../../references/rapier-integration-starter.md../../references/web-3d-asset-pipeline.md../../references/webgl-debugging-and-performance.mdtesting
Use when validating Android feature flows in an emulator with adb-driven launch, input, UI-tree inspection, screenshots, and logcat capture.
development
Best practices for Remotion - Video creation in React
development
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
development
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.