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threejs-debug-profiler

Debug and profile Three.js browser games. Combines scene debugging, render/runtime/loading/animation/resize/mobile input fixes, performance profiling, draw calls, triangles, textures, memory,…

Install this skill

Works with both Claude Code and Codex via SeaWork.

Click Install and SeaWork drops it straight into your local agents at ~/.claude/skills and ~/.codex/skills — no copy-paste, no config.

Three.js Debug Profiler

Purpose

Find root causes and optimize measured bottlenecks without breaking playability.

Debug Workflow

Load references/debug-profile-checklists.md as the first action when debugging render/runtime/mobile issues, asset loading, audio loading/playback, animation, resize, input, blank canvas, physics/collision bugs, or profiling performance. Track it in a reference ledger with yes/no, path, and failure reason. Do not mark the debug/profile phase complete while this reference is skipped for debug or profiling work.

Load references/checklists/scene-debugging.md for render/runtime bug diagnosis, references/checklists/performance-profile.md for profiling work, and references/checklists/mobile-input.md for mobile render/input issues. Load references/prompt-templates.md only when the user asks for reusable debug/profile prompts or a task template.

1. Reproduce locally.

2. Read console/page/network errors.

3. Check canvas display size and drawing-buffer size.

4. Check renderer/context/loop ownership.

5. Check camera, aspect, near/far, lights, materials, fog, scene contents, transforms.

6. Check asset paths/loaders/CORS/base path.

7. Check animation delta units, physics/update order, fixed timestep, collider/body ownership, input listeners, pointer/touch behavior, resize, and audio context unlock/decode errors when audio is involved.

8. Fix root cause in owning module.

9. Verify browser screenshot, nonblank canvas, console/page errors, and broken path.

Performance Workflow

1. Reproduce in correct build mode.

2. Record baseline: FPS/frame time, draw calls, triangles, geometries, textures, memory, bundle.

3. Identify CPU/GPU/memory/network bottleneck.

4. Optimize one thing at a time: instancing, shared resources, culling, LOD, DPR cap, cheaper shadows/post, texture discipline.

5. Re-measure same scenario and verify visuals/playability.

Final Response

Lead with root cause or bottleneck. Report the reference ledger, checklist items used, files changed, baseline/post metrics, commands, screenshots/artifacts, broken paths retested, and residual risks.