react-three-game
v0.0.55
Published
Batteries included React Three Fiber game engine
Readme
react-three-game
JSON-first 3D game engine. React Three Fiber + WebGPU + Rapier Physics.
npm i react-three-game @react-three/fiber @react-three/rapier three

Agent Skill
npx skills add https://github.com/prnthh/react-three-game-skillUsage Modes
GameCanvas + PrefabRoot: Pure renderer for embedding prefab data in standard R3F applications. Minimal wrapper - just renders the prefab as Three.js objects. Requires manual <Physics> setup. Physics always active. Use this to integrate prefabs into larger R3F scenes.
PrefabEditor: Managed scene with editor UI and play/pause controls for physics. Full authoring tool for level design and prototyping. Includes canvas, physics, transform gizmos, and inspector. Physics only runs in play mode. Can pass R3F components as children.
Basic Usage
import { Physics } from '@react-three/rapier';
import { GameCanvas, PrefabRoot } from 'react-three-game';
<GameCanvas>
<Physics>
<PrefabRoot data={{
root: {
id: "scene",
children: [
{
id: "ground",
components: {
transform: { type: "Transform", properties: { position: [0, 0, 0], rotation: [-1.57, 0, 0] } },
geometry: { type: "Geometry", properties: { geometryType: "plane", args: [50, 50] } },
material: { type: "Material", properties: { color: "#3a3" } },
physics: { type: "Physics", properties: { type: "fixed" } }
}
},
{
id: "ball",
components: {
transform: { type: "Transform", properties: { position: [0, 5, 0] } },
geometry: { type: "Geometry", properties: { geometryType: "sphere" } },
material: { type: "Material", properties: { color: "#f66" } },
physics: { type: "Physics", properties: { type: "dynamic" } }
}
}
]
}
}} />
</Physics>
</GameCanvas>GameObject Schema
interface GameObject {
id: string;
disabled?: boolean;
components?: Record<string, { type: string; properties: any }>;
children?: GameObject[];
}Built-in Components
| Component | Key Properties |
|-----------|----------------|
| Transform | position, rotation, scale — all [x,y,z] arrays, rotation in radians |
| Geometry | geometryType: box/sphere/plane/cylinder, args: dimension array |
| Material | color, texture?, metalness?, roughness? |
| Physics | type: dynamic/fixed/kinematicPosition/kinematicVelocity, mass?, restitution? (bounciness), friction?, plus any Rapier props |
| Model | filename (GLB/FBX path), instanced? for GPU batching |
| SpotLight | color, intensity, angle, penumbra |
Custom Components
import { Component, registerComponent, FieldRenderer, FieldDefinition } from 'react-three-game';
import { useFrame } from '@react-three/fiber';
const rotatorFields: FieldDefinition[] = [
{ name: 'speed', type: 'number', label: 'Speed', step: 0.1 },
{ name: 'axis', type: 'select', label: 'Axis', options: [
{ value: 'x', label: 'X' },
{ value: 'y', label: 'Y' },
{ value: 'z', label: 'Z' },
]},
];
const Rotator: Component = {
name: 'Rotator',
Editor: ({ component, onUpdate }) => (
<FieldRenderer fields={rotatorFields} values={component.properties} onChange={onUpdate} />
),
View: ({ properties, children }) => {
const ref = useRef<Group>(null);
useFrame((_, dt) => { ref.current!.rotation.y += dt * properties.speed });
return <group ref={ref}>{children}</group>;
},
defaultProperties: { speed: 1, axis: 'y' }
};
registerComponent(Rotator); // before rendering PrefabEditorWrapper components accept children (animations, controllers). Leaf components don't (lights, particles).
Schema-Driven Field Types
The FieldRenderer component auto-generates editor UI from a field schema:
| Type | Description | Options |
|------|-------------|---------|
| vector3 | X/Y/Z inputs with drag-to-scrub | snap?: number |
| number | Numeric input | min?, max?, step? |
| string | Text input | placeholder? |
| color | Color picker + hex input | — |
| boolean | Checkbox | — |
| select | Dropdown | options: { value, label }[] |
| custom | Render function for one-off UI | render: (props) => ReactNode |
// Custom field example for complex one-off UI
{
name: 'gradient',
type: 'custom',
label: 'Gradient',
render: ({ value, onChange, values, onChangeMultiple }) => (
<GradientPicker value={value} onChange={onChange} />
),
}Prefab Editor
import { PrefabEditor } from 'react-three-game';
// Standalone editor
<PrefabEditor initialPrefab={sceneData} onPrefabChange={setSceneData} />
// With custom R3F components
<PrefabEditor initialPrefab={sceneData}>
<CustomComponent />
</PrefabEditor>Keys: Translate / Rotate / Scale. Drag tree nodes to reparent. Import/export JSON. Physics only runs in play mode.
Internals
- Transforms: Local in JSON, world computed via matrix multiplication
- Instancing:
model.properties.instanced = true→<Merged>+<InstancedRigidBodies> - Models: GLB/GLTF (Draco) and FBX auto-load from
filename
Tree Utilities
import { findNode, updateNode, updateNodeById, deleteNode, cloneNode, exportGLBData } from 'react-three-game';
const node = findNode(root, nodeId);
const updated = updateNode(root, nodeId, n => ({ ...n, disabled: true })); // or updateNodeById
const afterDelete = deleteNode(root, nodeId);
const cloned = cloneNode(node);
const glbData = await exportGLBData(sceneRoot); // export scene to GLB ArrayBufferDevelopment
npm run dev # tsc --watch + docs site (localhost:3000)
npm run build # → /dist
npm run release # build + publish/src → library (published)
/docs → Next.js demo siteReact 19 · Three.js WebGPU · TypeScript 5 · Rapier WASM · MIT License
Manifest generation script
A small helper script is included to auto-generate asset manifests from the public folder. See docs/generate-manifests.sh.
What it does: Searches
public/modelsfor.glb/.fbx,public/texturesfor.jpg/.png, andpublic/soundfor.mp3/.wav, then writes JSON arrays to:public/models/manifest.jsonpublic/textures/manifest.jsonpublic/sound/manifest.json
These manifest files are used to populate the Asset Viewer in the Editor.
How to run:
Make it executable (once):
chmod +x docs/generate-manifests.shRun the script from the repo root (zsh/bash):
./docs/generate-manifests.sh
The script is intentionally simple and portable (uses find/sed).
If you need different file types or output formatting, edit docs/generate-manifests.sh.
