r3f-state-management

r3f-state-management is a skill for Claude Code from bullish0x/GameStudio. It costs 24 tokens per session (3,144 once invoked), scanned A, original, MIT.

A guide to managing shared state in React Three Fiber, a React framework for building 3D scenes and games. It covers Zustand stores, React Context, local state, and ways to update only the components that need changes.

In plain words
What is it for?
Use it to structure player and game state, share data between 3D and UI components, coordinate objects, and improve state-update performance.
Why use it?
It helps keep game data such as player health, inventory, scores, and pauses consistent between 3D objects and the user interface. It also reduces unnecessary screen updates and avoids passing data through many component layers.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is import { useGameStore } from '../stores/gameStore';.

Good fit Use it to structure player and game state, share data between 3D and UI components, coordinate objects, and improve state-update performance.

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Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio
agentmods
npx agentmods add skills/bullish0x/gamestudio/r3f-state-management

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/r3f-state-management"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/r3f-state-management.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 24 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,144 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00024 $0.03144
Opus 5 $0.00012 $0.01572
Sonnet 5 $0.00005 $0.00629
Haiku 4.5 $0.00002 $0.00314

Measured 8d ago against content hash d8ccc4200b84, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

r3f-state-management scanned grade A with 1 finding against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

const response = await fetch(url);
.agents/skills/r3f-state-management/SKILL.md · 495 lines

How it starts

The opening of the file, as written. The whole thing — 495 lines — stays where its author put it; the contents beside it link to each section on GitHub.

R3F State Management

When to Use

Use this skill when:

  • Managing global game state in R3F
  • Sharing state between 3D and UI components
  • Implementing player state, inventory, score
  • Coordinating multiple 3D objects
  • Optimizing state updates for performance

Core Principles

  1. Zustand for Global State: Fast, minimal re-renders
  2. React Context for Scoped State: Component trees
  3. Local State for Component-Only: useState
  4. Immutable Updates: Never mutate state directly
  5. Selectors for Performance: Subscribe to slices
  6. Avoid Props Drilling: Use stores or context

Implementation

1. Zustand Store Setup

// stores/gameStore.ts
import { create } from 'zustand';
import { devtools, persist } from 'zustand/middleware';

interface GameState {
  // Player state
  playerPosition: [number, number, number];
  playerHealth: number;
  playerScore: number;

  // Game state
  isPaused: boolean;
  gameLevel: number;
  enemies: Array<{ id: string; position: [number, number, number] }>;

  // Actions
  setPlayerPosition: (position: [number, number, number]) => void;
  damagePlayer: (amount: number) => void;
  addScore: (points: number) => void;
  togglePause: () => void;
  nextLevel: () => void;
  spawnEnemy: (id: string, position: [number, number, number]) => void;
  removeEnemy: (id: string) => void;
  reset: () => void;
}

const initialState = {
  playerPosition: [0, 1, 0] as [number, number, number],
  playerHealth: 100,
  playerScore: 0,
  isPaused: false,
  gameLevel: 1,
  enemies: [],
};

export const useGameStore = create<GameState>()(
  devtools(
    persist(
      (set) => ({
        ...initialState,

        setPlayerPosition: (position) =>
          set({ playerPosition: position }),

        damagePlayer: (amount) =>
          set((state) => ({
            playerHealth: Math.max(0, state.playerHealth - amount),
          })),

        addScore: (points) =>
          set((state) => ({ playerScore: state.playerScore + points })),

        togglePause: () =>
          set((state) => ({ isPaused: !state.isPaused })),

        nextLevel: () =>
          set((state) => ({
            gameLevel: state.gameLevel + 1,
            enemies: [],
          })),

        spawnEnemy: (id, position) =>
          set((state) => ({
            enemies: [...state.enemies, { id, position }],
          })),

        removeEnemy: (id) =>
          set((state) => ({
            enemies: state.enemies.filter((e) => e.id !== id),
          })),

        reset: () => set(initialState),
      }),
      {
        name: 'game-storage',
        partialize: (state) => ({
          playerScore: state.playerScore,
          gameLevel: state.gameLevel,
        }),
      }
    )
  )
);

Read the full file on GitHub · 495 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 495 lines · 24 tokens per session scan A d8ccc4200b84

Subscribe to this mod's changes

r3f-state-management is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 24 tokens to every session and 3,144 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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