Recently we want to build a 3D minigame. We thought to use Three.js but found that Three.js provides far less supports on Game Dev than Phaser. So we came up with the idea to incorporate both Three.js and Phaser3. After doing some research, we read that there is actually “Phaser 3D” ( devlog #144 ) written by Richard Davey himself but it’s not publicly accessible. What’s more important is that it said explicitly that Phaser3D is made by incorporating Three.js with Phaser3 so we’re sure there’s a possibility, although the ideal case would be using Phaser3D (hopefully one day it’ll be publicly accessible).

Nevertheless, Richard does post one piece of code for using Three.js in Phaser3 ( issue #4490 ). Works like a charm!

Basically what we need to do is that:

1. Setup Phaser3 on WeChat Minigame Platform

Please refer to Run Phaser3 on WeChat Minigame Platform .

Note: It is important to set the type in the game config to Phaser.WEBGL since we can only draw Three.js onto Phaser when they’re on the same context

2. Add Three.js Scene within Phaser Scene

For example,

import Phaser from "../libs/phaser-full.min";
import * as THREE from "../libs/three.min";

export default class MainScene extends Phaser.Scene {
    constructor() {

    create() { = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); = 5;

        this.renderer = new THREE.WebGLRenderer({
            antialias: true
        this.renderer.setSize(window.innerWidth, window.innerHeight);
        this.renderer.autoClear = false;

        let scene = new THREE.Scene();
        const geometry = new THREE.BoxGeometry();
        const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
        this.cube = new THREE.Mesh(geometry, material);

        let view = this.add.extern();
        view.render = () => {

    update() {
        this.cube.rotation.x += 0.01;
        this.cube.rotation.y += 0.01;

3. Make sure to turn on “WebGL 2” for Phaser if your Three.js >= r118

According to WebGL1Renderer – three.js docs:

Since r118 WebGLRenderer automatically uses a WebGL 2 rendering context.

So we need to make sure Phaser uses WebGL 2 as well.

According to Phaser 3 :: src\game config\custom webgl2 canvas.js:

We need to add the following to Phaser game config:

// ...
const contextCreationConfig = {
    alpha: false,
    depth: false,
    antialias: true,
    premultipliedAlpha: true,
    stencil: true,
    preserveDrawingBuffer: false,
    failIfMajorPerformanceCaveat: false,
    powerPreference: 'default'

const config = {
    type: Phaser.WEBGL,
    canvas: canvas,
    context: canvas.getContext('webgl2', contextCreationConfig),
    // ...
// ...

4. If the above doesn’t work for you (very likely):

If you have setup WebGL 2 as above, most likely the preview in the WeChat Developer Tool will be fine while it’s likely to show a wierd display on the phone as WeChat app doesn’t support WebGL 2 yet. So here is the solution, we have to force both Phaser and Three.js to use WebGL 1.

Well, there won’t be a problem for Phaser since it defaults to use WebGL 1 so just revoke what we did in the above step.

But if you try to use THREE.WebGL1Renderer to enforce Three.js(>=r118) to use WebGL 2, you will likely find it’s not working. In that case, simply use a version of Three.js before r118 and it should be ready to go :)

One thing worth to mention here, for others who are the same new to Three.js, is that Three.js doesn’t provide physics supports. For that, you might want to look at “ammo.js” which is used in most Three.js’s official examples. Of course, there are planty of other physics libs for Three.js.