KS
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v1.0.0
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About this Skill

Perfect for Cross-Platform Agents needing interactive 3D app development with Three.js and Capacitor integration. threejs-capacitor-ios is a skill that integrates Three.js with Capacitor for iOS, allowing for the development of interactive 3D apps that run on both web and native platforms.

Features

Integrates Three.js with Capacitor for iOS native shell
Supports web build output and animation contracts
Enables native sync/run workflow for seamless app development
Utilizes Vite for web renderer runtime
Treats the project as two systems with a single contract: web and native

# Core Topics

chongdashu chongdashu
[0]
[0]
Updated: 3/7/2026

Quality Score

Top 5%
35
Excellent
Based on code quality & docs
Installation
SYS Universal Install (Auto-Detect)
Cursor IDE Windsurf IDE VS Code IDE
> npx killer-skills add chongdashu/threejs-capacitor-ios-game/threejs-capacitor-ios

Agent Capability Analysis

The threejs-capacitor-ios MCP Server by chongdashu is an open-source Categories.community integration for Claude and other AI agents, enabling seamless task automation and capability expansion. Optimized for how to use threejs-capacitor-ios, threejs-capacitor-ios alternative, threejs-capacitor-ios install.

Ideal Agent Persona

Perfect for Cross-Platform Agents needing interactive 3D app development with Three.js and Capacitor integration.

Core Value

Empowers agents to build interactive 3D apps that run seamlessly in the browser and on iOS devices via Capacitor, leveraging web build output, animation contracts, and native sync/run workflow with Three.js and Vite.

Capabilities Granted for threejs-capacitor-ios MCP Server

Building interactive 3D simulations for iOS devices
Integrating Three.js animations with native iOS controls
Debugging web build output for Capacitor iOS projects

! Prerequisites & Limits

  • Requires Capacitor and Three.js setup
  • Limited to iOS native shell deployment
  • Dependent on Vite for web build output
Project
SKILL.md
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package.json
240 B
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# Tags

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SKILL.md
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Three.js Capacitor iOS

Build interactive Three.js apps that run in browser and ship in an iOS native shell via Capacitor. This skill focuses on the integration boundary where most breakage happens: web build output, animation contracts, controls, and native sync/run workflow.

Philosophy: Two Runtimes, One Contract

Treat the project as two systems that must agree:

  • A web renderer runtime (Three.js + Vite)
  • A native runtime wrapper (Capacitor iOS)

Most failures happen when their contract is implicit. Make file paths, animation names, build output, and iOS package manager choices explicit and testable.

Before implementing, ask:

  • What is the exact web output directory (dist or www) and does Capacitor webDir match it?
  • Are animation names loaded from data (assets_index.json) instead of hardcoded strings?
  • Is iOS using SPM or CocoaPods, and are plugin dependencies compatible with that choice?
  • Are desktop and touch controls intentionally mapped, or left to defaults that may not match product UX?

Core principles:

  1. Contract-first data flow: UI and animation playback should derive from JSON metadata, not ad-hoc clip names in code.
  2. SPM-first iOS setup: on modern Capacitor, default to Swift Package Manager unless a specific plugin forces CocoaPods.
  3. Symmetric controls: define mouse and touch mappings together so desktop and mobile behavior stay aligned.
  4. Build-sync discipline: every native run depends on fresh web assets and sync.
  5. Fast diagnosis: prefer small runtime checks for paths, clip names, and action resolution before deep debugging.

Quick Start Workflow

  1. Build the Three.js app with Vite (npm run build).
  2. Keep static assets under public/ and load via absolute URLs (/assets/...).
  3. Configure Capacitor with webDir: "dist".
  4. Add iOS platform with SPM (npx cap add ios --packagemanager SPM).
  5. Repeat day-to-day loop:
    • npm run build
    • npx cap sync ios
    • npx cap run ios or npx cap open ios

For command-level details, see references/capacitor-ios-spm-workflow.md.

Implementation Guidelines

1) Project Shape

Prefer this shape for minimal ambiguity:

  • index.html and src/* for app code
  • public/assets/... for GLBs and JSON contracts
  • capacitor.config.ts with webDir: "dist"

If using Vite, keep all runtime fetches compatible with both browser and WKWebView:

  • Good: fetch('/assets/assets_index.json')
  • Avoid: filesystem paths or environment-specific base URLs unless intentionally configured.

2) Animation Contract via assets_index.json

Use one source of truth:

  • Character skeleton URL
  • Animation source URL
  • animations[] entries with:
    • stable app id (idle, walk, run)
    • sourceClipName (exact AnimationClip.name)
    • loop mode and defaults

Runtime pattern:

  1. Load index JSON
  2. Load skeleton GLB and animation GLB
  3. Resolve each UI button to a clip by sourceClipName
  4. Build AnimationAction map keyed by app id
  5. Play default action from index

See references/threejs-animation-index-pattern.md.

3) Controls: Desktop and Touch

Use OrbitControls and set mappings explicitly:

  • Mouse:
    • left = rotate
    • wheel = dolly/zoom
    • right = pan
  • Touch:
    • one-finger = rotate
    • two-finger = dolly + pan

If product requires vertical-only pan, constrain target/camera translation after controls.update() each frame. Do not silently change rotate/zoom semantics when adding this constraint.

4) Performance and Stability Guardrails

  • Cap pixel ratio: Math.min(devicePixelRatio, 2).
  • Reuse mixer/actions; do not recreate per click.
  • On resize, always update camera aspect, projection, and renderer size.
  • Keep animation switching with fade transitions from metadata defaults.

5) Capacitor iOS Integration

Use SPM by default with Capacitor 8+. For existing CocoaPods projects, migrate intentionally (assistant or recreate iOS platform).

After native-side changes or plugin changes, run npx cap sync ios again.

Anti-Patterns to Avoid

Hardcoding clip names in UI handlers Why bad: a renamed clip in GLB silently breaks buttons. Better: map buttons from assets_index.json and resolve clip names once at startup.

Mixing SPM and CocoaPods assumptions Why bad: dependency drift and broken Xcode project expectations. Better: choose one package manager per project; for modern setups prefer SPM.

Running iOS without rebuilding web assets Why bad: simulator shows stale JS/CSS and debugging becomes misleading. Better: use scripts that always build before cap sync/cap run.

Leaving control mappings implicit Why bad: desktop and mobile interaction diverge from UX requirements. Better: set mouseButtons and touches explicitly in code.

Debugging native first for web contract errors Why bad: wastes time in Xcode when issue is usually missing JSON keys, bad paths, or unresolved clips. Better: add startup assertions/logs for index shape and clip resolution.

Variation Guidance

IMPORTANT: Do not produce identical viewers by default. Adjust implementation to the product intent:

  • Character showcase: richer lighting, slower camera damping, emphasis on idle loop.
  • Gameplay prototype: fast transitions, state-driven animation switching, minimal UI chrome.
  • Asset QA tool: diagnostics overlay, clip length/track info, missing-clip warnings surfaced clearly.

Vary at least these dimensions intentionally:

  • Visual style (lighting/background/floor treatment)
  • Input tuning (damping/zoom/pan speeds)
  • Animation UX (buttons, keyboard shortcuts, auto-play strategy)

Avoid converging on a single generic "orbit + three buttons" output when context calls for more.

Resource Map

  • references/capacitor-ios-spm-workflow.md
    • canonical iOS setup, migration, and run commands
  • references/threejs-animation-index-pattern.md
    • index contract and runtime loading pattern
  • references/gotchas.md
    • high-frequency integration failures and fixes

Remember

Three.js + Capacitor iOS succeeds when contracts are explicit and workflows are disciplined. Build a clear metadata contract, map controls intentionally, prefer SPM on modern Capacitor, and keep build/sync/run deterministic.

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