Promisifying three.js loaders

Reading time: around 7 minutes

Promises are great! Promises are the future! Well, async/await is probably the future, but lets take things one step at a time here.

In case you don’t know, promises simplify the process of dealing with asynchronous operations.

An asynchronous operation is something that might take a while - you don’t want to halt the program while you are waiting, so you need some way of waiting until your time taking task has run, and then resuming operation at that point in the program.

In this post we’ll go over the motivation for turning three.js loaders into promises, and then look at how to actually do it. It turns out to be fairly simple - in fact we can create a promisifyLoader function that takes any loader and spits out a promiseLoader version. Not even that that, but we can continue to use the LoadingManager and all our pretty onLoad, onProgress and onError. Although it will turn out that we may not want to… read on!


Traditionally in JavaScript, callbacks have been (and are) used to deal with asynchronous operations, and they are used liberally throughout the three.js source code and the official examples.

In particular, callbacks are used every time a model is loaded. Here is how you would load an FBX model, for example:

const loader = new THREE.FBXLoader( manager );

loader.load( 'duck.fbx', ( loadedObject ) => {

  scene.add( loadedObject );

}, onProgress, onError );

There are actually three callback functions here, but the one we are interested in is the so called onLoad callback. This gets called once the model has finished loading:

( loadedObject ) => {

  scene.add( loadedObject );


The others are onProgress, and onError which we’ll ignore for now.

There is nothing wrong with the callback approach in many cases. However there are times when they lead to complex and hard to read code, and they have limitations. In these cases, we can turn to a new (to JavaScript) approach, called Promises.

Promises, promises

Yes, that joke heading probably gets used in every single article on promises. I’d hate to break the trend. Anyway, let’s take a look at how we would rewrite the above model loading code if the FBXLoader returned a Promise instead of waiting for a callback:

const promiseLoader = new THREE.FBXPromiseLoader();

const promiseOfADuck = promiseLoader.load( 'duck.fbx' );

  .then( ( loadedObject ) => {

    scene.add( loadedObject );

  } )
  .catch( ( err ) => { console.error( err );  } );

Here the catch statement has taken over the role of onError.

In this case it doesn’t look like much of an improvement. It’s actually a bit longer, and it still has exactly the same callback function inside it.

The advantages of promises don’t become apparent until you are dealing with more complex code situations, so let’s dive straight in and make things more complicated and see what happens.

Also, once we have converted the loader to a promise we’ll be able to use it with async/await, which will make things even cleaner. That’s beyond the scope of this post, but we’ll come back to it later.

Loading multiple groups of models

You can find lots of other examples if you search the web, but here is the most common case I have found where things are simplified in three.js: waiting for multiple groups of models to load.

In our hypothetical examples, our first group is a set of farm buildings (a farmyard ), and our second set is a group of farm animals.

Let’s assume that we have already loaded the farm buildings. This means that loadingManager.onLoad would have already fired, in a traditional setup. We could get around this by having multiple loading managers, but lets use promises instead.

We now want to load models for duck, sheep, pig, cow and chicken. The farmyard is already loaded and displayed, and we want to add them all at once, not have them appear one by one.

Introducing Promise.all

With promises we can wait until a whole batch of them have resolved and then do something, using Promise.all.

Here’s how the code will look:

const promiseLoader = new THREE.FBXPromiseLoader( manager );

const farmYardPromises = [];

const farmYardAnimals = new THREE.Group();

const onLoad = ( ( loadedObject ) => {

  farmYardAnimals.add( loadedObject );

} );

const onError = ( ( err ) => { console.error( err ); } );

const promiseOfADuck = promiseLoader.load( 'duck.fbx' ).then( onLoad ).catch( onError );
const promiseOfASheep = promiseLoader.load( 'duck.fbx' ).then( onLoad ).catch( onError );
const promiseOfAPig = promiseLoader.load( 'duck.fbx' ).then( onLoad ).catch( onError );
const promiseOfACow = promiseLoader.load( 'duck.fbx' ).then( onLoad ).catch( onError );
const promiseOfAChicken = promiseLoader.load( 'duck.fbx' ).then( onLoad ).catch( onError );

Promise.all( this.loadingPromises ).then( () => {

  scene.add( farmYardAnimals );

} );

Here are a couple of examples of things that you can do here that would be hard to do using LoadingManager.onLoad, or without promises. All of these are examples from my own projects:

  • remove a loading overlay, before textures have finished loading. LoadingManager.onLoad will wait until everything has finished loading, which may not be what you want (see Faking a progress bar in three.js).
  • have two separate sets of objects loading, and do something when each set has finished (such as our farmyard).

Another example of the latter from an app I developed: I had a one set of models, and a set of animations for each model. Each model had an initial animation built in, so it could start playing immediately, and then a set of additional animations (run, crouch, jump etc) that were added later.

As you use promises, you will find more and more reasons why they are cleaner and easier to structure code around than callbacks.

Converting the loaders to promises

Now that we have the motivation, let’s look at how to actually convert a Loader to a PromiseLoader. It turns out to be pretty simple. In fact, we’ll create a function that will take any three.js loader and output a promisified version of that loader.

We’ll take the FBXLoader as an example, you could use any loader though, including the ones in three.js core such as the BufferGeometryLoader.

function promisifyLoader ( loader, onProgress ) {

  function promiseLoader ( url ) {

    return new Promise( ( resolve, reject ) => {

      loader.load( url, resolve, onProgress, reject );

    } );

  return {
    originalLoader: loader,
    load: promiseLoader,


Remember that the promise’s .then has taken the place of onLoad and the .catch has taken the place of onError. This just leaves onProgress, which you can pass in to the function, or omit. I don’t find this function useful so I usually omit it. See Faking a progress bar for more details.

With this function set up, we can then turn the FBXLoader into an FBXPromiseLoader:

const FBXPromiseLoader = promisifyLoader( new THREE.FBXLoader() );

Note that, even though the promises have largely taken over the role of the LoadingManager, you can still use it of you want. All the methods like LoadingManager.onLoad, LoadingManager.onProgress and LoadingManager.onError will still work:

const loadingManager = new THREE.LoadingManager();
const FBXPromiseLoader = promisifyLoader( new THREE.FBXLoader( loadingManager ) );

{:paragraph-notice} One reason why you may still need to use the loading manager is the LoadingManager.setURLModifier method, which enables you create file upload interfaces, such as the one in my loader. We’ll cover this in more detail in a forthcoming post: URL-transform in three.js loaders.

Now we can load the duck like this:

const promiseOfADuck = FBXPromiseLoader.load( 'duck.fbx' ).then( onLoad ).catch( onError );

We’ve also retained a reference to the original loader as FBXPromiseLoader.originalLoader which means that you can still access internal methods such as parse, setCrossOrigin and so on. Whether you need them will largely depend on the loader, although in most cases you won’t.

Polyfilling promises

Promises are pretty well supported across all modern browsers. The outlier here, as usual, is Internet Explorer 11 (although whether this should be called a modern browser is debatable). It currently accounts for about 3% of global browser usage, and if you want to support it you will need to include a promise polyfill. I use ES6-promise which only adds about 7kb to a minified build. There are lots of other polyfill out there and they should all work fine so take your pick.

The final result

Finally, here is avery simple example of using the above approach to convert the GLTFLoader into a GLTFPromiseLoader:

Codepen loading...