- Created a new PostCSS configuration file to integrate Tailwind CSS. - Added a skills lock file containing various Expo skills with their respective source and computed hashes.
14 KiB
WebGPU & Three.js for Expo
Use this skill for ANY 3D graphics, games, GPU compute, or Three.js features in React Native.
Locked Versions (Tested & Working)
{
"react-native-wgpu": "^0.4.1",
"three": "0.172.0",
"@react-three/fiber": "^9.4.0",
"wgpu-matrix": "^3.0.2",
"@types/three": "0.172.0"
}
Critical: These versions are tested together. Mismatched versions cause type errors and runtime issues.
Installation
npm install react-native-wgpu@^0.4.1 three@0.172.0 @react-three/fiber@^9.4.0 wgpu-matrix@^3.0.2 @types/three@0.172.0 --legacy-peer-deps
Note: --legacy-peer-deps may be required due to peer dependency conflicts with canary Expo versions.
Metro Configuration
Create metro.config.js in project root:
const { getDefaultConfig } = require("expo/metro-config");
const config = getDefaultConfig(__dirname);
config.resolver.resolveRequest = (context, moduleName, platform) => {
// Force 'three' to webgpu build
if (moduleName.startsWith("three")) {
moduleName = "three/webgpu";
}
// Use standard react-three/fiber instead of React Native version
if (platform !== "web" && moduleName.startsWith("@react-three/fiber")) {
return context.resolveRequest(
{
...context,
unstable_conditionNames: ["module"],
mainFields: ["module"],
},
moduleName,
platform
);
}
return context.resolveRequest(context, moduleName, platform);
};
module.exports = config;
Required Lib Files
Create these files in src/lib/:
1. make-webgpu-renderer.ts
import type { NativeCanvas } from "react-native-wgpu";
import * as THREE from "three/webgpu";
export class ReactNativeCanvas {
constructor(private canvas: NativeCanvas) {}
get width() {
return this.canvas.width;
}
get height() {
return this.canvas.height;
}
set width(width: number) {
this.canvas.width = width;
}
set height(height: number) {
this.canvas.height = height;
}
get clientWidth() {
return this.canvas.width;
}
get clientHeight() {
return this.canvas.height;
}
set clientWidth(width: number) {
this.canvas.width = width;
}
set clientHeight(height: number) {
this.canvas.height = height;
}
addEventListener(_type: string, _listener: EventListener) {}
removeEventListener(_type: string, _listener: EventListener) {}
dispatchEvent(_event: Event) {}
setPointerCapture() {}
releasePointerCapture() {}
}
export const makeWebGPURenderer = (
context: GPUCanvasContext,
{ antialias = true }: { antialias?: boolean } = {}
) =>
new THREE.WebGPURenderer({
antialias,
// @ts-expect-error
canvas: new ReactNativeCanvas(context.canvas),
context,
});
2. fiber-canvas.tsx
import * as THREE from "three/webgpu";
import React, { useEffect, useRef } from "react";
import type { ReconcilerRoot, RootState } from "@react-three/fiber";
import {
extend,
createRoot,
unmountComponentAtNode,
events,
} from "@react-three/fiber";
import type { ViewProps } from "react-native";
import { PixelRatio } from "react-native";
import { Canvas, type CanvasRef } from "react-native-wgpu";
import {
makeWebGPURenderer,
ReactNativeCanvas,
} from "@/lib/make-webgpu-renderer";
// Extend THREE namespace for R3F - add all components you use
extend({
AmbientLight: THREE.AmbientLight,
DirectionalLight: THREE.DirectionalLight,
PointLight: THREE.PointLight,
SpotLight: THREE.SpotLight,
Mesh: THREE.Mesh,
Group: THREE.Group,
Points: THREE.Points,
BoxGeometry: THREE.BoxGeometry,
SphereGeometry: THREE.SphereGeometry,
CylinderGeometry: THREE.CylinderGeometry,
ConeGeometry: THREE.ConeGeometry,
DodecahedronGeometry: THREE.DodecahedronGeometry,
BufferGeometry: THREE.BufferGeometry,
BufferAttribute: THREE.BufferAttribute,
MeshStandardMaterial: THREE.MeshStandardMaterial,
MeshBasicMaterial: THREE.MeshBasicMaterial,
PointsMaterial: THREE.PointsMaterial,
PerspectiveCamera: THREE.PerspectiveCamera,
Scene: THREE.Scene,
});
interface FiberCanvasProps {
children: React.ReactNode;
style?: ViewProps["style"];
camera?: THREE.PerspectiveCamera;
scene?: THREE.Scene;
}
export const FiberCanvas = ({
children,
style,
scene,
camera,
}: FiberCanvasProps) => {
const root = useRef<ReconcilerRoot<OffscreenCanvas>>(null!);
const canvasRef = useRef<CanvasRef>(null);
useEffect(() => {
const context = canvasRef.current!.getContext("webgpu")!;
const renderer = makeWebGPURenderer(context);
// @ts-expect-error - ReactNativeCanvas wraps native canvas
const canvas = new ReactNativeCanvas(context.canvas) as HTMLCanvasElement;
canvas.width = canvas.clientWidth * PixelRatio.get();
canvas.height = canvas.clientHeight * PixelRatio.get();
const size = {
top: 0,
left: 0,
width: canvas.clientWidth,
height: canvas.clientHeight,
};
if (!root.current) {
root.current = createRoot(canvas);
}
root.current.configure({
size,
events,
scene,
camera,
gl: renderer,
frameloop: "always",
dpr: 1,
onCreated: async (state: RootState) => {
// @ts-expect-error - WebGPU renderer has init method
await state.gl.init();
const renderFrame = state.gl.render.bind(state.gl);
state.gl.render = (s: THREE.Scene, c: THREE.Camera) => {
renderFrame(s, c);
context?.present();
};
},
});
root.current.render(children);
return () => {
if (canvas != null) {
unmountComponentAtNode(canvas!);
}
};
});
return <Canvas ref={canvasRef} style={style} />;
};
Basic 3D Scene
import * as THREE from "three/webgpu";
import { View } from "react-native";
import { useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { FiberCanvas } from "@/lib/fiber-canvas";
function RotatingBox() {
const ref = useRef<THREE.Mesh>(null!);
useFrame((_, delta) => {
ref.current.rotation.x += delta;
ref.current.rotation.y += delta * 0.5;
});
return (
<mesh ref={ref}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="hotpink" />
</mesh>
);
}
function Scene() {
const { camera } = useThree();
useEffect(() => {
camera.position.set(0, 2, 5);
camera.lookAt(0, 0, 0);
}, [camera]);
return (
<>
<ambientLight intensity={0.5} />
<directionalLight position={[10, 10, 5]} intensity={1} />
<RotatingBox />
</>
);
}
export default function App() {
return (
<View style={{ flex: 1 }}>
<FiberCanvas style={{ flex: 1 }}>
<Scene />
</FiberCanvas>
</View>
);
}
Lazy Loading (Recommended)
Use React.lazy to code-split Three.js for better loading:
import React, { Suspense } from "react";
import { ActivityIndicator, View } from "react-native";
const Scene = React.lazy(() => import("@/components/scene"));
export default function Page() {
return (
<View style={{ flex: 1 }}>
<Suspense fallback={<ActivityIndicator size="large" />}>
<Scene />
</Suspense>
</View>
);
}
Common Geometries
// Box
<mesh>
<boxGeometry args={[width, height, depth]} />
<meshStandardMaterial color="red" />
</mesh>
// Sphere
<mesh>
<sphereGeometry args={[radius, widthSegments, heightSegments]} />
<meshStandardMaterial color="blue" />
</mesh>
// Cylinder
<mesh>
<cylinderGeometry args={[radiusTop, radiusBottom, height, segments]} />
<meshStandardMaterial color="green" />
</mesh>
// Cone
<mesh>
<coneGeometry args={[radius, height, segments]} />
<meshStandardMaterial color="yellow" />
</mesh>
Lighting
// Ambient (uniform light everywhere)
<ambientLight intensity={0.5} />
// Directional (sun-like)
<directionalLight position={[10, 10, 5]} intensity={1} />
// Point (light bulb)
<pointLight position={[0, 5, 0]} intensity={2} distance={10} />
// Spot (flashlight)
<spotLight position={[0, 10, 0]} angle={0.3} penumbra={1} intensity={2} />
Animation with useFrame
import { useFrame } from "@react-three/fiber";
import { useRef } from "react";
import * as THREE from "three/webgpu";
function AnimatedMesh() {
const ref = useRef<THREE.Mesh>(null!);
// Runs every frame - delta is time since last frame
useFrame((state, delta) => {
// Rotate
ref.current.rotation.y += delta;
// Oscillate position
ref.current.position.y = Math.sin(state.clock.elapsedTime) * 2;
});
return (
<mesh ref={ref}>
<boxGeometry />
<meshStandardMaterial color="orange" />
</mesh>
);
}
Particle Systems
import * as THREE from "three/webgpu";
import { useRef, useEffect } from "react";
import { useFrame } from "@react-three/fiber";
function Particles({ count = 500 }) {
const ref = useRef<THREE.Points>(null!);
const positions = useRef<Float32Array>(new Float32Array(count * 3));
useEffect(() => {
for (let i = 0; i < count; i++) {
positions.current[i * 3] = (Math.random() - 0.5) * 50;
positions.current[i * 3 + 1] = (Math.random() - 0.5) * 50;
positions.current[i * 3 + 2] = (Math.random() - 0.5) * 50;
}
}, [count]);
useFrame((_, delta) => {
// Animate particles
for (let i = 0; i < count; i++) {
positions.current[i * 3 + 1] -= delta * 2;
if (positions.current[i * 3 + 1] < -25) {
positions.current[i * 3 + 1] = 25;
}
}
ref.current.geometry.attributes.position.needsUpdate = true;
});
return (
<points ref={ref}>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
args={[positions.current, 3]}
/>
</bufferGeometry>
<pointsMaterial color="#ffffff" size={0.2} sizeAttenuation />
</points>
);
}
Touch Controls (Orbit)
See the full orbit-controls.tsx implementation in the lib files. Usage:
import { View } from "react-native";
import { FiberCanvas } from "@/lib/fiber-canvas";
import useControls from "@/lib/orbit-controls";
function Scene() {
const [OrbitControls, events] = useControls();
return (
<View style={{ flex: 1 }} {...events}>
<FiberCanvas style={{ flex: 1 }}>
<OrbitControls />
{/* Your 3D content */}
</FiberCanvas>
</View>
);
}
Common Issues & Solutions
1. "X is not part of the THREE namespace"
Problem: Error like AmbientLight is not part of the THREE namespace
Solution: Add the missing component to the extend() call in fiber-canvas.tsx:
extend({
AmbientLight: THREE.AmbientLight,
// Add other missing components...
});
2. TypeScript Errors with Three.js
Problem: Type mismatches between three.js and R3F
Solution: Use @ts-expect-error comments where needed:
// @ts-expect-error - WebGPU renderer types don't match
await state.gl.init();
3. Blank Screen
Problem: Canvas renders but nothing visible
Solution:
- Ensure camera is positioned correctly and looking at scene
- Add lighting (objects are black without light)
- Check that
extend()includes all components used
4. Performance Issues
Problem: Low frame rate or stuttering
Solution:
- Reduce polygon count in geometries
- Use
useMemofor static data - Limit particle count
- Use
instancedMeshfor many identical objects
5. Peer Dependency Errors
Problem: npm install fails with ERESOLVE
Solution: Use --legacy-peer-deps:
npm install <packages> --legacy-peer-deps
Building
WebGPU requires a custom build:
npx expo prebuild
npx expo run:ios
Note: WebGPU does NOT work in Expo Go.
File Structure
src/
├── app/
│ └── index.tsx # Entry point with lazy loading
├── components/
│ ├── scene.tsx # Main 3D scene
│ └── game.tsx # Game logic
└── lib/
├── fiber-canvas.tsx # R3F canvas wrapper
├── make-webgpu-renderer.ts # WebGPU renderer
└── orbit-controls.tsx # Touch controls
Decision Tree
Need 3D graphics?
├── Simple shapes → mesh + geometry + material
├── Animated objects → useFrame + refs
├── Many objects → instancedMesh
├── Particles → Points + BufferGeometry
│
Need interaction?
├── Orbit camera → useControls hook
├── Touch objects → onClick on mesh
├── Gestures → react-native-gesture-handler
│
Performance critical?
├── Static geometry → useMemo
├── Many instances → InstancedMesh
└── Complex scenes → LOD (Level of Detail)
Example: Complete Game Scene
import * as THREE from "three/webgpu";
import { View, Text, Pressable } from "react-native";
import { useRef, useState, useCallback } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { FiberCanvas } from "@/lib/fiber-canvas";
function Player({ position }: { position: THREE.Vector3 }) {
const ref = useRef<THREE.Mesh>(null!);
useFrame(() => {
ref.current.position.copy(position);
});
return (
<mesh ref={ref}>
<coneGeometry args={[0.5, 1, 8]} />
<meshStandardMaterial color="#00ffff" />
</mesh>
);
}
function GameScene({ playerX }: { playerX: number }) {
const { camera } = useThree();
const playerPos = useRef(new THREE.Vector3(0, 0, 0));
playerPos.current.x = playerX;
useEffect(() => {
camera.position.set(0, 10, 15);
camera.lookAt(0, 0, 0);
}, [camera]);
return (
<>
<ambientLight intensity={0.5} />
<directionalLight position={[5, 10, 5]} />
<Player position={playerPos.current} />
</>
);
}
export default function Game() {
const [playerX, setPlayerX] = useState(0);
return (
<View style={{ flex: 1, backgroundColor: "#000" }}>
<FiberCanvas style={{ flex: 1 }}>
<GameScene playerX={playerX} />
</FiberCanvas>
<View style={{ position: "absolute", bottom: 40, flexDirection: "row" }}>
<Pressable onPress={() => setPlayerX((x) => x - 1)}>
<Text style={{ color: "#fff", fontSize: 32 }}>◀</Text>
</Pressable>
<Pressable onPress={() => setPlayerX((x) => x + 1)}>
<Text style={{ color: "#fff", fontSize: 32 }}>▶</Text>
</Pressable>
</View>
</View>
);
}