Quick answer: Update the existing uniform's .value property each frame (for example material.uniforms.uTime.value = t) rather than replacing the uniforms object.

Three.js tracks uniform values through the .value field of each entry in the uniforms object. Replacing the object or the entry breaks the reference the renderer reads, so the GPU keeps the stale value. Here is how to fix it.

How to fix it

1. Mutate .value, not the object

In the animation loop set material.uniforms.uTime.value = clock.getElapsedTime(); do not assign a new object to material.uniforms.

2. Define uniforms once at creation

Pass the uniforms object in the ShaderMaterial constructor and keep the same references for the material's lifetime so updates land on the tracked entries.

3. Share uniforms carefully

If multiple materials should share a uniform, point their uniforms.uX at the same object so a single .value change updates all of them.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.