react-doctor/three-no-state-in-animation-loop
React state update inside Three.js animation loop
- Category: Performance
- Severity: warn
- Source:
oxlint-plugin-react-doctor - Framework: global
- Enabled when: react, three
- Tags: three, webgl
- Default: Enabled
Validate the diagnostic
Confirm the reported code matches this rule before you edit it.
Confirm the reported code matches react-doctor/three-no-state-in-animation-loop. Compare it with the Before example and verify the same API, framework, and execution context. Treat it as a false positive only when one of those conditions differs.
Compare the code
The corrected pattern shows a focused way to address the diagnostic.
Reported pattern
import { useEffect, useState } from "react";
import { Mesh, WebGLRenderer } from "three";
const mesh = new Mesh();
const renderer = new WebGLRenderer();
const Spinner = () => {
const [rotation, setRotation] = useState(0);
useEffect(() => {
renderer.setAnimationLoop(() => {
setRotation((value) => value + 0.01);
});
return () => renderer.setAnimationLoop(null);
}, []);
return <primitive object={mesh} rotation-y={rotation} />;
};Corrected pattern
import { useEffect } from "react";
import { Mesh, WebGLRenderer } from "three";
const mesh = new Mesh();
const renderer = new WebGLRenderer();
const Spinner = () => {
useEffect(() => {
renderer.setAnimationLoop(() => {
mesh.rotation.y += 0.01;
});
return () => renderer.setAnimationLoop(null);
}, []);
return <primitive object={mesh} />;
};How to fix
Use the corrected pattern as a reference. Preserve behavior that the rule does not require you to change.
Copyable fix prompt
Copy this self-contained prompt into your coding agent after you confirm the diagnostic.
Fix every confirmed
Reference transformation:Before:react-doctor/three-no-state-in-animation-loop diagnostic in the current repository.
Required change:
- Mutate Three.js objects or refs during frames; reserve React state for guarded, infrequent transitions.import { useEffect, useState } from "react";
import { Mesh, WebGLRenderer } from "three";
const mesh = new Mesh();
const renderer = new WebGLRenderer();
const Spinner = () => {
const [rotation, setRotation] = useState(0);
useEffect(() => {
renderer.setAnimationLoop(() => {
setRotation((value) => value + 0.01);
});
return () => renderer.setAnimationLoop(null);
}, []);
return <primitive object={mesh} rotation-y={rotation} />;
};import { useEffect } from "react";
import { Mesh, WebGLRenderer } from "three";
const mesh = new Mesh();
const renderer = new WebGLRenderer();
const Spinner = () => {
useEffect(() => {
renderer.setAnimationLoop(() => {
mesh.rotation.y += 0.01;
});
return () => renderer.setAnimationLoop(null);
}, []);
return <primitive object={mesh} />;
};Constraints:
- Confirm the reported code matches the Before pattern.
- Make the smallest change that fixes the root cause.
- Preserve behavior and interfaces unrelated to this diagnostic.
- Reuse existing project components, utilities, and conventions.
- Do not introduce render-phase side effects, render-phase state updates, or Hooks rule violations.
- Preserve resource ownership and cleanup. Do not move work into a hotter render or frame path.
- Adapt identifiers and framework details instead of copying blindly.
- Do not disable the rule or suppress matching code.
- Confirm this rule is enabled for the project:
react, three.
Verification:
- Run focused tests for the changed behavior.
- Run React Doctor and confirm this diagnostic no longer appears.
- Report the files changed and any checks you could not run.Related rules
More Performance rules from the rules reference:
react-doctor/three-no-state-in-pointer-move: React state update inside Three.js pointer-move handlerreact-doctor/three-require-owned-geometry-cleanup: Locally owned Three.js geometry is not disposedreact-doctor/three-require-owned-material-cleanup: Locally owned Three.js material is not disposedreact-doctor/three-require-owned-texture-cleanup: Locally owned Three.js texture is not disposedreact-doctor/three-shader-no-inverse-of-uniform: Shader inverts a uniform matrix per invocation