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misc

Miscellaneous

Various other components.

  • checkpoint: Target for checkpoint-controls.
  • grab: When used on one or both hands, lets the player pick up objects with vive-controls. Requires sphere-collider.
  • jump-ability: Allows player to jump using keyboard or gamepad, when physics is enabled. Not VR-friendly.
  • mesh-smooth: Apply to models that looks "blocky", to have Three.js compute vertex normals on the fly for a "smoother" look.
  • normal-material: Applies a MeshNormalMaterial to the entity, such that face colors are determined by their orientation. Helpful for debugging geometry.
  • sphere-collider: Detects collisions with specified objects. Required for grab.
  • toggle-velocity: Animates an object back and forth between two points, at a constant velocity.
  • cube-env-map: Applies a CubeTexture as the envMap of an entity, without otherwise modifying the preset materials.
  • kinematic-body: Constraints player movement using physics. Deprecated — see below.

cube-env-map

Usage:

<a-entity gltf-model="src: url(my-model.gltf);"
          cube-env-map="path: assets/folder/;
                        extension: jpg;
                        reflectivity: 0.5;
                        materials: myPrimaryMaterial, myAccentMaterial;">
</a-entity>
Option Description
path Folder containing cubemap images. Path should end in a trailing /. Assumes naming scheme negx.<ext>, posx.<ext>, ...
extension File extension for each cubemap image.
reflectivity Amount [0,1] of the cubemap that should be reflected.
materials Names of materials to be modified. Defaults to all materials.

kinematic-body (Deprecated)

WARNING Using physics for movement is unstable and performs poorly. When preventing players from passing through obstacles, use a navigation mesh instead whenever possible.

The kinematic-body component constraints player movement using physics, and depends on aframe-physics-system. Using physics for locomotion is not VR-friendly, and often glitchy even for traditional 3D experiences. Use a navigation mesh instead, whenever possible.