Find and fix what makes a three.js scene slow or broken.
Measure what each frame costs, paint and swap textures while the scene runs, see every camera and which are drawing, catch z-fighting and bad geometry in your tests, and cut draw calls and triangles. Small packages: use one or all, with plain three or React Three Fiber.
See what every frame costs
FPS, CPU and GPU time, stutter, draw calls and triangles, live in a HUD you dock anywhere. Budgets flag what's over. WebGL and WebGPU.
bun add -d @zkmake/three-meterEdit textures in the running scene
Download any texture the scene draws with, paint over it, drop it back in and see it lit, with no rebuild. A/B against the original, live-link a file. KTX2 too.
bun add -d @zkmake/three-texturesSee every camera, and which are drawing
Lists the scene's cameras and the one the renderer draws with, marks the live ones with their frame rate, reads position and projection live, and draws frustums.
bun add -d @zkmake/three-camerasCatch broken geometry before it ships
Find z-fighting, NaN normals, black frames and triangle or draw-call blowups. Assert on them in unit tests, run them in the console, or check glTF files in CI.
bun add -d @zkmake/three-auditDraw less, render faster
Cut draw calls and triangles: culling cells for world-spanning meshes, static bakes, batches that follow moving objects, instance pools, far copies.
bun add @zkmake/three-batch