Agent Skills › majidmanzarpour/threejs-game-skills › threejs-debug-profiler

threejs-debug-profiler

GitHub

用于调试和优化 Three.js 浏览器游戏,涵盖空白画布、资源加载、动画及移动端输入等运行时缺陷排查,以及绘制调用、内存和着色器等性能分析。

skills/threejs-debug-profiler/SKILL.md majidmanzarpour/threejs-game-skills

Trigger Scenarios

Three.js 游戏出现空白画布或渲染错误 需要分析游戏性能瓶颈如 FPS 低或内存泄漏

Install

npx skills add majidmanzarpour/threejs-game-skills --skill threejs-debug-profiler -g -y
More Options

Use without installing

npx skills use majidmanzarpour/threejs-game-skills@threejs-debug-profiler

指定 Agent (Claude Code)

npx skills add majidmanzarpour/threejs-game-skills --skill threejs-debug-profiler -a claude-code -g -y

安装 repo 全部 skill

npx skills add majidmanzarpour/threejs-game-skills --all -g -y

预览 repo 内 skill

npx skills add majidmanzarpour/threejs-game-skills --list

SKILL.md

Frontmatter
{
    "name": "threejs-debug-profiler",
    "description": "Debug and profile Three.js browser games: blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input, plus performance profiling of draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size."
}

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

  1. Reproduce locally with the same command and URL the user had.
  2. Read console, page, and network errors.
  3. Check canvas display size against drawing-buffer size.
  4. Check renderer, context, and loop ownership — more than one active loop is a common cause.
  5. Check camera aspect, near/far, lights, materials, fog, scene contents, transforms.
  6. Check asset paths, loaders, CORS, and base path.
  7. Check animation delta units, physics update order and fixed timestep, collider and body ownership, input listeners, pointer and touch behavior, resize, and audio context unlock when audio is involved.
  8. Fix the root cause in the module that owns it, then retest the exact broken path.

Profile

  1. Reproduce in the correct build mode — production preview when user-facing performance matters.
  2. Baseline the scenario: FPS and frame time, draw calls, triangles, geometries, textures, memory, bundle.
  3. Classify the bottleneck as CPU, GPU draw, GPU fragment, GPU vertex, memory, or network.
  4. Change one thing — instancing, shared resources, culling, LOD, DPR cap, cheaper shadows or post, texture discipline.
  5. Re-measure the same scenario and confirm visuals and playability held.

Report

Lead with the root cause or the measured bottleneck. Then files changed, baseline and post metrics, commands, screenshots, the broken path retested, and residual risks.

Version History

  • e5f301d Current 2026-09-11 11:09

Same Skill Collection

skills/threejs-3d-generator/SKILL.md
skills/threejs-aaa-graphics-builder/SKILL.md
skills/threejs-audio-generator/SKILL.md
skills/threejs-game-director/SKILL.md
skills/threejs-game-ui-designer/SKILL.md
skills/threejs-gameplay-systems/SKILL.md
skills/threejs-image-generator/SKILL.md
skills/threejs-qa-release/SKILL.md

Metadata

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Version
e5f301d
Hash
d0f76890
Indexed
2026-09-11 11:09

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