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three-skilld
ALWAYS use when writing code importing "three". Consult for debugging, best practices, or modifying three, three.js.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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ALWAYS use when writing code importing "three". Consult for debugging, best practices, or modifying three, three.js.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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daisyUI 5 - The Tailwind CSS Component Library. ALWAYS use when writing code importing "daisyui". Consult for debugging, best practices, or modifying daisyui.
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ALWAYS use when writing code importing "node-gyp". Consult for debugging, best practices, or modifying node-gyp, node gyp.
A CLI tool to run multiple npm-scripts in parallel or sequential. (Maintenance fork). ALWAYS use when writing code importing "npm-run-all2". Consult for debugging, best practices, or modifying npm-run-all2, npm run all2.
Generate ESLint config from current Nuxt settings. ALWAYS use when writing code importing "@nuxt/eslint". Consult for debugging, best practices, or modifying @nuxt/eslint, nuxt/eslint, nuxt eslint, eslint.
| name | three-skilld |
| description | ALWAYS use when writing code importing "three". Consult for debugging, best practices, or modifying three, three.js. |
| metadata | {"version":"0.185.0","generated_by":"Anthropic · Haiku 4.5","generated_at":"2026-06-29T00:00:00.000Z"} |
three@0.185.0Tags: latest: 0.185.0
References: package.json • README • Docs • Issues
Use skilld search "query" -p three instead of grepping .skilld/ directories. Run skilld search --guide -p three for full syntax, filters, and operators.
Use InstancedMesh for rendering many objects with identical geometry and material but different transformations — reduces draw calls dramatically for performance-critical scenes source
Set needsUpdate = true on instanceMatrix after calling setMatrixAt() and on instanceColor after setColorAt() to notify the engine of transformation changes source
Always call dispose() on InstancedMesh, BatchedMesh, and EffectComposer when no longer used to free GPU resources and prevent memory leaks source
Use BatchedMesh for rendering large numbers of objects with the same material but different geometries — provides multi-draw batch rendering to reduce draw calls source
Reserve buffer space when adding geometries to BatchedMesh if planning to replace with larger geometries later via the reservedVertexCount and reservedIndexCount parameters source
Set needsUpdate = true on materials after modifying properties to trigger shader recompilation and reflect changes in the next render source
Disable depth writing for 2D overlays by setting depthWrite = false to layer elements without z-index artifacts source
Use depthTexture instead of depthBuffer on render targets for post-processing to access depth data in shaders source
Enable MSAA on render targets by setting samples to a value > 0 (typically 4 or 8) for smoother output, but balance against performance cost source
Disable generateMipmaps and set it to false if creating mipmaps manually to avoid redundant automatic generation source
Dispose and recreate textures to change dimensions, format, or type — modifying these properties directly after first use has no effect source
Set global = true on nodes that should be declared only once (e.g., AttributeNode) in shader graph systems to leverage the internal caching system source
Update AnimationMixer with delta time in the render loop via mixer.update(deltaTime) to advance animations smoothly source
Call AnimationMixer.uncacheAction(), uncacheClip(), or uncacheRoot() to deallocate memory resources, but ensure related actions are stopped first source