
R3f Loaders
- 905 installs
- 105 repo stars
- Updated January 20, 2026
- enzed/r3f-skills
r3f-loaders is a Claude Code skill that adds performant 3D model, texture, and environment loading to React Three Fiber scenes for developers who need useGLTF, useLoader, Suspense, and preload patterns.
About
r3f-loaders is a focused React Three Fiber skill from enzed/r3f-skills that teaches asset-loading patterns for GLB models, textures, and HDR environments inside @react-three/fiber canvases. The skill documents useGLTF from @react-three/drei, generic useLoader hooks, React Suspense boundaries with null fallbacks, and preloading strategies so large assets do not stall first paint. Example code shows a Canvas wrapping a Model component that reads `/models/robot.glb` via useGLTF with OrbitControls and ambient lighting. Developers reach for r3f-loaders when a scene renders but models flash late, Suspense boundaries are missing, or HDR environments and texture atlases need consistent loading-state handling across routes.
- Loads GLTF/GLB models with useGLTF from @react-three/drei
- Implements Suspense with loading fallbacks for smooth UX
- Exposes nodes, materials, and animations from loaded assets
- Supports textures, HDR environments, and preloading strategies
- Manages loading states to prevent render blocking
R3f Loaders by the numbers
- 905 all-time installs (skills.sh)
- +39 installs in the week ending Jul 28, 2026 (Skillselion tracking)
- Ranked #403 of 2,277 Frontend Development skills by installs in the Skillselion catalog
- Security screen: MEDIUM risk (skills.sh audit)
- Data as of Jul 28, 2026 (Skillselion catalog sync)
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| Installs | 905 |
|---|---|
| repo stars | ★ 105 |
| Security audit | 2 / 3 scanners passed |
| Last updated | January 20, 2026 |
| Repository | enzed/r3f-skills ↗ |
How do you load GLB models in React Three Fiber?
Quickly add performant 3D model, texture, and environment loading to React Three Fiber scenes.
Who is it for?
React developers with an existing R3F Canvas who need correct GLB, texture, and HDR loading without layout thrash or blank scenes.
Skip if: Teams still choosing between Three.js and Babylon.js, or projects with no React Three Fiber dependency and no .glb assets to load.
When should I use this skill?
The user asks about useGLTF, useLoader, GLB loading, HDR environments, Suspense in R3F, or preloading 3D assets.
What you get
useGLTF/useLoader components, Suspense boundaries, preload calls, and loading-state fallbacks for GLB and HDR assets.
- R3F loader components
- Suspense-wrapped model tree
- preload configuration
Files
React Three Fiber Loaders
Quick Start
import { Canvas } from '@react-three/fiber'
import { useGLTF, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'
function Model() {
const { scene } = useGLTF('/models/robot.glb')
return <primitive object={scene} />
}
export default function App() {
return (
<Canvas>
<ambientLight />
<Suspense fallback={null}>
<Model />
</Suspense>
<OrbitControls />
</Canvas>
)
}useGLTF (Drei)
The recommended way to load GLTF/GLB models.
Basic Usage
import { useGLTF } from '@react-three/drei'
function Model() {
const gltf = useGLTF('/models/robot.glb')
// gltf contains:
// - scene: THREE.Group (the main scene)
// - nodes: Object of named meshes
// - materials: Object of named materials
// - animations: Array of AnimationClip
return <primitive object={gltf.scene} />
}Using Nodes and Materials
function Model() {
const { nodes, materials } = useGLTF('/models/robot.glb')
return (
<group>
{/* Use specific meshes */}
<mesh
geometry={nodes.Body.geometry}
material={materials.Metal}
position={[0, 0, 0]}
/>
<mesh
geometry={nodes.Head.geometry}
material={materials.Plastic}
position={[0, 1, 0]}
/>
</group>
)
}With TypeScript (gltfjsx)
Generate typed components using gltfjsx:
npx gltfjsx model.glb --types// Generated component
import { useGLTF } from '@react-three/drei'
import { GLTF } from 'three-stdlib'
type GLTFResult = GLTF & {
nodes: {
Body: THREE.Mesh
Head: THREE.Mesh
}
materials: {
Metal: THREE.MeshStandardMaterial
Plastic: THREE.MeshStandardMaterial
}
}
export function Model(props: JSX.IntrinsicElements['group']) {
const { nodes, materials } = useGLTF('/model.glb') as GLTFResult
return (
<group {...props} dispose={null}>
<mesh geometry={nodes.Body.geometry} material={materials.Metal} />
<mesh geometry={nodes.Head.geometry} material={materials.Plastic} />
</group>
)
}
useGLTF.preload('/model.glb')Draco Compression
import { useGLTF } from '@react-three/drei'
function Model() {
// Drei automatically handles Draco if the file is Draco-compressed
const { scene } = useGLTF('/models/compressed.glb')
return <primitive object={scene} />
}
// Or specify Draco decoder path
useGLTF.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/')Preloading
import { useGLTF } from '@react-three/drei'
// Preload at module level
useGLTF.preload('/models/robot.glb')
useGLTF.preload(['/model1.glb', '/model2.glb'])
function Model() {
// Will be instant if preloaded
const { scene } = useGLTF('/models/robot.glb')
return <primitive object={scene} />
}Processing Loaded Model
function Model() {
const { scene } = useGLTF('/models/robot.glb')
useEffect(() => {
// Enable shadows on all meshes
scene.traverse((child) => {
if (child.isMesh) {
child.castShadow = true
child.receiveShadow = true
}
})
}, [scene])
return <primitive object={scene} />
}useLoader (Core R3F)
For loading any Three.js asset.
Basic Texture Loading
import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'
function TexturedMesh() {
const texture = useLoader(TextureLoader, '/textures/color.jpg')
return (
<mesh>
<boxGeometry />
<meshStandardMaterial map={texture} />
</mesh>
)
}Multiple Assets
function MultiTexture() {
const [colorMap, normalMap, roughnessMap] = useLoader(TextureLoader, [
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
])
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
map={colorMap}
normalMap={normalMap}
roughnessMap={roughnessMap}
/>
</mesh>
)
}With Extensions (Draco)
import { useLoader } from '@react-three/fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'
function Model() {
const gltf = useLoader(GLTFLoader, '/model.glb', (loader) => {
const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/')
loader.setDRACOLoader(dracoLoader)
})
return <primitive object={gltf.scene} />
}Progress Callback
function Model() {
const gltf = useLoader(
GLTFLoader,
'/model.glb',
undefined, // extensions
(progress) => {
console.log(`Loading: ${(progress.loaded / progress.total) * 100}%`)
}
)
return <primitive object={gltf.scene} />
}Preloading
import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'
// Preload
useLoader.preload(TextureLoader, '/textures/color.jpg')
useLoader.preload(TextureLoader, ['/tex1.jpg', '/tex2.jpg'])
// Clear cache
useLoader.clear(TextureLoader, '/textures/color.jpg')Drei Loader Hooks
useTexture
import { useTexture } from '@react-three/drei'
// Single
const texture = useTexture('/texture.jpg')
// Array
const [color, normal] = useTexture(['/color.jpg', '/normal.jpg'])
// Named object (spreads directly to material)
const textures = useTexture({
map: '/color.jpg',
normalMap: '/normal.jpg',
roughnessMap: '/roughness.jpg',
})
<meshStandardMaterial {...textures} />
// With callback for configuration
const texture = useTexture('/texture.jpg', (tex) => {
tex.wrapS = tex.wrapT = THREE.RepeatWrapping
tex.repeat.set(4, 4)
})
// Preload
useTexture.preload('/texture.jpg')useCubeTexture
import { useCubeTexture } from '@react-three/drei'
function EnvMap() {
const envMap = useCubeTexture(
['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
{ path: '/textures/cube/' }
)
return (
<mesh>
<sphereGeometry />
<meshStandardMaterial envMap={envMap} metalness={1} roughness={0} />
</mesh>
)
}useEnvironment
import { useEnvironment } from '@react-three/drei'
// Preset
const envMap = useEnvironment({ preset: 'sunset' })
// Presets: apartment, city, dawn, forest, lobby, night, park, studio, sunset, warehouse
// Custom HDR file
const envMap = useEnvironment({ files: '/hdri/studio.hdr' })
// Cube map
const envMap = useEnvironment({
files: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
path: '/textures/',
})useVideoTexture
import { useVideoTexture } from '@react-three/drei'
function VideoPlane() {
const texture = useVideoTexture('/video.mp4', {
start: true,
loop: true,
muted: true,
crossOrigin: 'anonymous',
})
return (
<mesh>
<planeGeometry args={[16/9 * 2, 2]} />
<meshBasicMaterial map={texture} toneMapped={false} />
</mesh>
)
}useFont
import { useFont, Text3D } from '@react-three/drei'
// Preload font
useFont.preload('/fonts/helvetiker.json')
function Text() {
return (
<Text3D font="/fonts/helvetiker.json" size={1} height={0.2}>
Hello
<meshStandardMaterial color="gold" />
</Text3D>
)
}Suspense Patterns
Basic Suspense
import { Suspense } from 'react'
function Scene() {
return (
<Canvas>
<Suspense fallback={<Loader />}>
<Model />
</Suspense>
</Canvas>
)
}
function Loader() {
return (
<mesh>
<boxGeometry />
<meshBasicMaterial color="gray" wireframe />
</mesh>
)
}Loading Progress UI
import { useProgress, Html } from '@react-three/drei'
function Loader() {
const { active, progress, errors, item, loaded, total } = useProgress()
return (
<Html center>
<div className="loader">
<div className="progress-bar">
<div style={{ width: `${progress}%` }} />
</div>
<p>{Math.round(progress)}% loaded</p>
<p>Loading: {item}</p>
</div>
</Html>
)
}
function App() {
return (
<Canvas>
<Suspense fallback={<Loader />}>
<Scene />
</Suspense>
</Canvas>
)
}Drei Loader Component
import { Loader } from '@react-three/drei'
function App() {
return (
<>
<Canvas>
<Suspense fallback={null}>
<Scene />
</Suspense>
</Canvas>
{/* HTML loading overlay */}
<Loader />
</>
)
}Other Model Formats
OBJ + MTL
import { useLoader } from '@react-three/fiber'
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader'
import { MTLLoader } from 'three/examples/jsm/loaders/MTLLoader'
function OBJModel() {
const materials = useLoader(MTLLoader, '/model.mtl')
const obj = useLoader(OBJLoader, '/model.obj', (loader) => {
materials.preload()
loader.setMaterials(materials)
})
return <primitive object={obj} />
}FBX
import { useFBX } from '@react-three/drei'
function FBXModel() {
const fbx = useFBX('/model.fbx')
return <primitive object={fbx} scale={0.01} />
}
// Preload
useFBX.preload('/model.fbx')STL
import { useLoader } from '@react-three/fiber'
import { STLLoader } from 'three/examples/jsm/loaders/STLLoader'
function STLModel() {
const geometry = useLoader(STLLoader, '/model.stl')
return (
<mesh geometry={geometry}>
<meshStandardMaterial color="gray" />
</mesh>
)
}PLY
import { useLoader } from '@react-three/fiber'
import { PLYLoader } from 'three/examples/jsm/loaders/PLYLoader'
function PLYModel() {
const geometry = useLoader(PLYLoader, '/model.ply')
useEffect(() => {
geometry.computeVertexNormals()
}, [geometry])
return (
<mesh geometry={geometry}>
<meshStandardMaterial vertexColors />
</mesh>
)
}Clone for Multiple Instances
import { useGLTF, Clone } from '@react-three/drei'
function Trees() {
const { scene } = useGLTF('/models/tree.glb')
return (
<>
<Clone object={scene} position={[0, 0, 0]} />
<Clone object={scene} position={[5, 0, 0]} />
<Clone object={scene} position={[-5, 0, 0]} />
<Clone object={scene} position={[0, 0, 5]} scale={1.5} />
</>
)
}Error Handling
import { useGLTF } from '@react-three/drei'
import { ErrorBoundary } from 'react-error-boundary'
function ModelWithErrorHandling() {
return (
<ErrorBoundary fallback={<FallbackModel />}>
<Suspense fallback={<Loader />}>
<Model />
</Suspense>
</ErrorBoundary>
)
}
function FallbackModel() {
return (
<mesh>
<boxGeometry />
<meshBasicMaterial color="red" wireframe />
</mesh>
)
}Asset Caching
import { useGLTF, useTexture } from '@react-three/drei'
// Assets are automatically cached by URL
// Same URL = same asset instance
function Scene() {
// These all reference the same cached asset
const model1 = useGLTF('/model.glb')
const model2 = useGLTF('/model.glb')
const model3 = useGLTF('/model.glb')
// Clear cache if needed
useGLTF.clear('/model.glb')
}Performance Tips
1. Preload critical assets: Avoid loading during interaction 2. Use Draco compression: Smaller file sizes 3. Use LOD models: Different detail levels for distance 4. Clone instead of reload: For multiple instances 5. Lazy load non-critical: Load on demand
// Preload strategy
useGLTF.preload('/models/hero.glb') // Critical
useTexture.preload('/textures/main.jpg') // Critical
function LazyModel({ visible }) {
// Only load when visible
const { scene } = useGLTF(visible ? '/models/detail.glb' : null)
return scene ? <primitive object={scene} /> : null
}See Also
r3f-animation- Playing loaded animationsr3f-textures- Texture configurationr3f-materials- Materials from loaded models
Related skills
How it compares
Choose r3f-loaders for concrete loader hooks and Suspense wiring; choose 3d-web-experience for full 3D experience architecture and performance strategy.
FAQ
What hooks does r3f-loaders teach?
r3f-loaders teaches useGLTF from @react-three/drei, generic useLoader for textures and HDR files, React Suspense boundaries, and preload calls. The included robot.glb example mounts scene primitives inside a Canvas with OrbitControls.
When should I use r3f-loaders over 3d-web-experience?
Use r3f-loaders when the R3F scene structure exists and GLB, texture, or HDR loading causes blank frames or late pops. Use 3d-web-experience for broader scene architecture, library choice, and immersive UX decisions.
Is R3f Loaders safe to install?
skills.sh reports 2 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.