Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
68
82%
Does it follow best practices?
Impact
—
No eval scenarios have been run
Passed
No known issues
Quality
Discovery
100%Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.
This is a strong skill description that clearly defines its scope around Three.js interaction and input handling. It lists concrete capabilities, includes natural trigger terms users would use, and has an explicit 'Use when' clause with specific scenarios. The description is concise, well-structured, and distinctly scoped to avoid conflicts with other potential Three.js or general interaction skills.
| Dimension | Reasoning | Score |
|---|---|---|
Specificity | Lists multiple specific concrete actions: raycasting, controls, mouse/touch input, object selection, click detection, camera controls, interactive 3D experiences. | 3 / 3 |
Completeness | Clearly answers both what ('Three.js interaction - raycasting, controls, mouse/touch input, object selection') and when ('Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences'). | 3 / 3 |
Trigger Term Quality | Includes strong natural keywords users would say: 'raycasting', 'mouse/touch input', 'object selection', 'click detection', 'camera controls', 'interactive 3D', 'user input', 'Three.js'. These cover common variations of how users describe interaction needs. | 3 / 3 |
Distinctiveness Conflict Risk | Clearly scoped to Three.js interaction/input handling specifically, with distinct triggers like 'raycasting', 'click detection', 'camera controls' that are unlikely to conflict with other skills such as general Three.js rendering or non-3D input handling. | 3 / 3 |
Total | 12 / 12 Passed |
Implementation
64%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This is a comprehensive Three.js interaction reference with excellent actionability — nearly every section contains executable, real-world code. However, it suffers from being too long for a single SKILL.md, essentially serving as an API reference rather than a focused skill guide. The content would benefit from splitting detailed control-type references into separate files and adding a clearer workflow for common interaction setup patterns.
Suggestions
Move detailed camera control variants (FlyControls, FirstPersonControls, TrackballControls, MapControls) into a separate CONTROLS-REFERENCE.md and keep only OrbitControls (most common) in the main skill with links to the reference.
Add a brief workflow section at the top showing the typical sequence for setting up an interactive scene: create scene → add controls → set up raycaster → bind events → add to animation loop, with validation checkpoints.
Consider moving the full InteractionManager class and Box Selection examples into an ADVANCED-PATTERNS.md file to reduce the main skill's token footprint.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The skill is largely efficient with executable code examples and minimal fluff, but it's quite long (~400+ lines) and includes many control types (FlyControls, FirstPersonControls, TrackballControls, MapControls) that could be summarized more briefly or moved to a reference file. The InteractionManager class at the end is somewhat verbose for a skill file. | 2 / 3 |
Actionability | Every section provides fully executable, copy-paste ready code with correct import paths, proper event handling, and realistic usage patterns. The code covers real-world scenarios like canvas-relative mouse coordinates, touch support, and performance optimization with concrete implementations. | 3 / 3 |
Workflow Clarity | Individual code snippets are clear, but there's no explicit workflow sequencing for common multi-step interaction patterns (e.g., setting up a complete interactive scene from scratch). The content reads more as a reference catalog than a guided workflow. The Performance Tips section lists best practices but lacks validation steps. | 2 / 3 |
Progressive Disclosure | The content has good section headers and a 'See Also' section referencing related skills, but the body is monolithic — many sections (e.g., the six different camera control types, the full InteractionManager class) could be split into separate reference files. For a skill this long, more content should be offloaded. | 2 / 3 |
Total | 9 / 12 Passed |
Validation
90%Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
skill_md_line_count | SKILL.md is long (661 lines); consider splitting into references/ and linking | Warning |
Total | 10 / 11 Passed | |
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Table of Contents
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