threejs-capacitor-ios

Builds and troubleshoots Three.js apps on Capacitor iOS with Vite and GLB animations.

Updated Jun 4, 2026
One-click install
npx skills add https://github.com/AhmedAbdelmoaty/frame-craft-35 --skill threejs-capacitor-ios-ahmedabdelmoaty
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-capacitor-ios
Source: https://github.com/AhmedAbdelmoaty/frame-craft-35/tree/main/references/imported-projects/Another%20Project4/.claude/skills/threejs-capacitor-ios
Command: npx skills add https://github.com/AhmedAbdelmoaty/frame-craft-35 --skill threejs-capacitor-ios-ahmedabdelmoaty

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill removes the guesswork from building Three.js applications that must work correctly in both the browser and a Capacitor iOS shell, where build output, asset paths, and native sync steps often break silently.

Core Features & Use Cases

  • Web-to-iOS build workflow: Align Vite output with Capacitor configuration so browser builds run reliably inside iOS.
  • Animation contract management: Load animation metadata from JSON and map UI actions to exact GLB clip names without hardcoding.
  • Desktop and touch controls: Configure OrbitControls consistently across mouse and touch input, including explicit pan and zoom behavior.
  • Troubleshooting and guardrails: Diagnose stale assets, missing clips, sync issues, and package-manager mismatches with fast validation checks.
  • Use Case: A developer can use this Skill to turn a Three.js prototype into a maintainable iOS-ready experience with predictable animations, controls, and deployment steps.

Quick Start

Ask for a Three.js + Capacitor iOS implementation plan that builds the app, syncs it to iOS, and validates asset and animation contracts.

Frequently Asked Questions about threejs-capacitor-ios

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I deploy a Three.js Vite app to iOS using Capacitor?

Mapping Three.js GLTF animations to UI buttons involves loading animation metadata from JSON and resolving exact GLB clip names dynamically. This JSON-driven approach avoids hardcoding clip names and uses startup validation to ensure UI actions trigger the correct animations.

Why does OrbitControls behave differently on iOS touch screens in a Capacitor app?

OrbitControls behaves differently on iOS touch screens due to unconfigured native touch input contracts. You must explicitly tune pan and zoom behavior within the Three.js application to ensure consistent input mapping across both desktop mouse and Capacitor iOS touch environments.

How to troubleshoot missing GLTF assets and stale builds in Capacitor iOS?

Troubleshooting missing GLTF assets and stale builds in Capacitor iOS requires fast validation checks for deterministic asset paths and native sync issues. Diagnosing package-manager mismatches and verifying JSON-driven clip names resolves silent failures during the web-to-iOS build workflow.

Does Capacitor iOS support Three.js GLTF models and animation clips?

Yes, Capacitor iOS supports Three.js GLTF models and animation clips when you enforce deterministic asset paths and JSON-driven animation resolution. Validating GLB clip names at startup ensures the native runtime correctly loads and triggers the configured animations.

What is the best way to sync a Vite build to Capacitor iOS without breaking assets?

The best way to sync a Vite build to Capacitor iOS without breaking assets is to align web and native runtime contracts, enforce deterministic asset paths, and maintain iOS package manager consistency. Regular build sync run workflows prevent stale assets and missing GLTF clips.