threejs-impl-xr

Build Three.js and WebXR VR and AR experiences with controller and performance guidance.

2|Updated Apr 12, 2026
One-click install
npx skills add https://github.com/adryanmoldokkr32-pixel/threejs-skill-package --skill threejs-impl-xr-adryanmoldokkr32-pixel
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-impl-xr
Source: https://github.com/adryanmoldokkr32-pixel/threejs-skill-package/tree/main/skills/source/threejs-impl/threejs-impl-xr
Command: npx skills add https://github.com/adryanmoldokkr32-pixel/threejs-skill-package --skill threejs-impl-xr-adryanmoldokkr32-pixel

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill helps developers build VR and AR experiences using Three.js, addressing common issues like incorrect reference space, controller handling, and performance concerns.

Core Features & Use Cases

  • WebXR Integration: Provides comprehensive guidance on using WebXR with Three.js.
  • Controller and Hand Tracking: Offers detailed information on handling controllers and hand tracking in VR and AR.
  • Hit Testing: Explains how to perform hit testing for AR experiences.
  • Performance Optimization: Suggests techniques for optimizing VR performance, including foveated rendering and minimizing draw calls.
  • Use Case: If you're developing a VR or AR application with Three.js and need to ensure proper controller handling and performance, this Skill provides essential guidance.

Quick Start

Use the threejs-impl-xr skill to set up a basic VR scene with a camera rig and VR button.

Frequently Asked Questions about threejs-impl-xr

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

FAQPage Schema
How do I set up a basic Three.js WebXR scene with a VR button?

To set up a basic Three.js WebXR scene, create a camera rig and integrate the VR button to enable immersive sessions. This establishes the foundational rendering loop required for virtual reality experiences.

Why are my VR controllers not working properly in Three.js?

VR controllers in Three.js often fail due to incorrect controller handling or mismatched reference spaces. Properly mapping controller inputs and ensuring the correct WebXR reference space resolves these tracking issues.

How do I optimize Three.js VR performance and reduce draw calls?

Optimize Three.js VR performance by minimizing draw calls and utilizing techniques like foveated rendering. Reducing scene complexity ensures the application maintains a high frame rate for immersive experiences.

How do I implement hit testing for AR experiences in Three.js?

Implement AR hit testing in Three.js by using WebXR hit test features to find intersections with real-world surfaces. This allows virtual objects to accurately anchor to physical environments.

Does Three.js support hand tracking for WebXR applications?

Three.js supports hand tracking for WebXR applications by utilizing specific WebXR hand tracking modules. This provides detailed joint data for gesture-based interactions in immersive scenes.

What is the correct reference space to use for Three.js WebXR development?

The correct reference space for Three.js WebXR depends on the experience type, using local floor for stationary VR and bounded floor for room-scale. Choosing the right space prevents tracking offsets.