Draggable Canvas

Draggable Canvas

Overview

Draggable Canvas makes the hero interactive without making it distracting.

Use it when exploration is the point: a project surface, product visual, or branded scene that should respond to touch and drag without turning navigation into a toy.

The production risk is discoverability. Drag can enhance exploration, but it cannot be the only path to understand content or reach controls.


Install

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Usage

page.js is Locked

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Component Code

index.jsx is Locked

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DragCursor.jsx is Locked

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MaskedContainer.jsx is Locked

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Example Production Use Case

Use this as WebGL production guidance. Verify the shipped source, rendering stack, dependency list, shader assets, resource disposal, pause/offscreen behavior, DPR strategy, poster fallback, and reduced-motion state before relying on exact props, defaults, imports, or installation steps.


Best Used For

  • Interactive showcases where drag adds exploration but does not gate content.
  • Portfolio surfaces where movement helps visitors feel the work before opening it.
  • Hero scenes that need tactile behavior with a clear touch fallback.

Not For

Not for low-power-first pages, dense content, dashboards, checkout, or routes where performance is the main conversion lever.


Performance Budget

Cap DPR at 1.0 on touch/mobile and up to 1.5 on mid-range desktop. Pause Draggable Canvas offscreen and in hidden tabs, reduce postprocessing before shipping, and keep texture sizes controlled.


Accessibility and Mobile

Keep meaningful content in HTML outside the canvas. On mobile, reduce shader quality and switch to a poster if the scene cannot hold frame rate.


Common Mistakes

  • Making drag the only way to discover content or controls.
  • Letting the canvas sit above focusable links and buttons.
  • Forgetting that touch users need visible controls or a simplified interaction path.

Frequently Asked Questions

What GPU budget should Draggable Canvas use on mobile and desktop?

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