
Threejs Debug Profiler
When your Three.js game renders a blank canvas, tanks to 15 FPS on mobile, or ships a 12 MB bundle, this walks you through the diagnosis. It loads checklists for scene debugging, performance profiling, and mobile input issues, then enforces a structured workflow: reproduce, check console errors, verify canvas size and renderer ownership, inspect camera and scene graph, profile draw calls and memory, fix one bottleneck at a time, and re-measure. The checklist ledger stops you from skipping steps during debug sessions. Honest take: the rigid reference-loading requirement feels heavy for quick fixes, but if you're stuck on why shadows disappeared after a refactor or why frame time doubled, the methodical approach pays off.
- skills.sh installs
- 3.6K
- GitHub stars
- 2.8K
- last updated
- Aug 21, 2026
Install
$ npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-debug-profiler --agent claude-codeInstalls into .claude/skills of the current project.
Files
Three.js Debug Profiler
Find root causes and optimize measured bottlenecks without breaking playability.
Follow the changed behavior's scope. Reuse the lead's existing reproduction and evidence; verify the affected path after a fix. A passing focused check only needs broader testing when shared behavior changed or an unresolved risk warrants it. Return measurements and defects to the lead for the consolidated verification pass.
Reference
references/debug-playbook.md — ordered triage for blank canvas, asset and audio loading, loop/animation/physics, input and mobile, the profiling sequence, and the __THREE_GAME_DIAGNOSTICS__ shape. Read it when debugging or profiling anything non-obvious.
Debug
Reproduce first, with the same command and URL the user had, and read the console, page, and network errors. Find the module that owns the failure (renderer, loop, camera, scene, assets, audio, input, physics, UI, or base path), fix the root cause there, and retest the exact broken path. The playbook's triage order covers the common causes, such as more than one active loop, a canvas whose display size doesn't match its drawing buffer, and wrong delta units.
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- Repository
- github.com/majidmanzarpour/threejs-game-skills
- Categories
- Debugging, Automation & Workflows, Mobile Development, Design & UI/UX, Game Development
- First seen
- Jul 14, 2026