Three.js asset loading — GLTFLoader with DRACO/KTX2/Meshopt compression, OBJLoader+MTLLoader, FBXLoader, STLLoader, PLYLoader, RGBELoader for HDR, LoadingManager with progress/error tracking, async/Promise patterns, asset caching, and error handling. Use when loading 3D models, HDR environments, or managing multi-asset loading pipelines. Adapted from CloudAI-X/threejs-skills (MIT).
Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.
Quelldateien prüfen
Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
Ein direkter Befehl überspringt den Prüf-Prompt. Prüfen Sie die Quelle, bevor Sie ihn ausführen.
Three.js asset loading — GLTFLoader with DRACO/KTX2/Meshopt compression, OBJLoader+MTLLoader, FBXLoader, STLLoader, PLYLoader, RGBELoader for HDR, LoadingManager with progress/error tracking, async/Promise patterns, asset caching, and error handling. Use when loading 3D models, HDR environments, or managing multi-asset loading pipelines. Adapted from CloudAI-X/threejs-skills (MIT).
license
MIT
compatibility
Portable reference skill for agents that support markdown skills or prompt files. Works best alongside project Three.js source files and asset pipeline configuration.
disable-model-invocation
true
metadata
{"owner":"game-delivery","version":"2.0.0","language":"en-GB","category":"web-rendering","upstream_references":["https://github.com/CloudAI-X/threejs-skills (MIT — see NOTICE.md)"],"tags":["three-js","loaders","gltf","glb","draco","ktx2","fbx","obj","hdr","loading-manager","async","asset-pipeline"],"intents":["model-loading","compression-setup","hdr-loading","load-progress-tracking","asset-caching","error-handling"],"output_types":["code-example","api-reference","loading-pipeline-plan"]}
loader.load('model.glb', gltf => {
// Full hierarchyconsole.log(gltf.scene); // THREE.Groupconsole.log(gltf.scenes); // All scenes in the file// Animationsconsole.log(gltf.animations); // THREE.AnimationClip[]// Camera from GLTF (optional)console.log(gltf.cameras); // THREE.Camera[]// Named objectsconst player = gltf.scene.getObjectByName('Player');
// Materials
gltf.scene.traverse(child => {
if (child.isMesh) {
console.log(child.material.name);
}
});
});
Use .glb over .gltf — single binary file, no separate texture requests
DRACO-compress geometry — 60–90% size reduction, CPU cost only on first load
KTX2-compress textures — 4–8× VRAM reduction vs PNG/JPG
Cache loader instances — create one GLTFLoader per loader type, not per load call
Use LoadingManager — track all assets together, show a real progress bar
Clone, don't re-load — for multiple instances of the same model, gltf.scene.clone(true)
// Reuse loader instance — DO NOT create per callconst gltfLoader = newGLTFLoader(); // Create once// All subsequent loads reuse the same loader
loader.load('a.glb', ...);
loader.load('b.glb', ...);
loader.load('c.glb', ...);
See Also
threejs-animation — using gltf.animations with AnimationMixer
threejs-textures — texture loading and colour space configuration
threejs-lighting — RGBELoader for HDR environment maps