What problem does it solve? Rendering tile-based 3D worlds with Three.js often produces hundreds of unnecessary draw calls and duplicate asset downloads, degrading performance. This Skill provides a complete pattern for loading GLTF assets once, rendering repeated tiles with InstancedMesh, and placing unique occupants with Mesh clones. ## Core Features & Use Cases - Cache-first GLTF loading: Deduplicates the required file set and loads assets in parallel with Promise.allSettled so one broken asset never blocks the world. - InstancedMesh construction: Builds one InstancedMesh per sub-mesh for repeated tiles and environment props, sharing geometry and material to minimize draw calls. - Raycasting support: Propagates userData.assetKey through cloned node trees so clicks resolve correctly on both InstancedMesh and Mesh clones. - Use Case: Building a hex-tile strategy game map with 200 grass tiles, environment props, and unique buildings from the KayKit Medieval Hexagon Pack, reducing 200 draw calls to 3. ## Quick Start Use the gltf-instanced-world skill to load my GLTF tile assets and build an instanced Three.js world from my world cell data.