Extensible movement/rotation/hotkey controls, with support for a variety of input devices.
- movement-controls: Collection of locomotion controls, which can switch between input devices as they become active. Automatically includes the following components:
- keyboard-controls: WASD + arrow controls for movement, and more.
- touch-controls: Touch screen (or Cardboard button) to move forward.
- gamepad-controls: Gamepad-based rotation and movement.
- trackpad-controls: Trackpad-based movement.
- checkpoint-controls: Move to checkpoints created with the
checkpoint
component. Not included by default withmovement-controls
, but may be added as shown in examples.
The movement-controls
component requires the use of a camera "rig" wrapping the camera element. The rig may be assigned any position within your scene, and should be placed at ground level. The camera should only have height offset (used for devices without positional tracking) such as 0 1.6 0
.
Basic movement:
<a-entity id="rig"
movement-controls
position="25 0 25">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true"></a-entity>
</a-entity>
With checkpoints, and other input methods disabled:
<a-entity id="rig"
movement-controls="controls: checkpoint"
checkpoint-controls="mode: animate">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
</a-entity>
</a-entity>
With navigation mesh:
<a-entity id="rig" movement-controls="constrainToNavMesh: true">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
</a-entity>
</a-entity>
With physics-based movement.
WARNING Using physics for movement is unstable and performs poorly. When preventing players from passing through obstacles, use a navigation mesh instead whenever possible.
<a-entity id="rig" movement-controls kinematic-body>
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true"></a-entity>
</a-entity>
Property | Default | Description |
---|---|---|
enabled | true | Enables/disables movement controls. |
controls | gamepad, keyboard, touch | Ordered list of controls to be injected. |
speed | 0.3 | Movement speed. |
fly | false | Whether vertical movement is enabled. |
constrainToNavMesh | false | Whether to use navigation system to clamp movement. |
camera | [camera] | Camera element used for heading of the camera rig. |
To implement your custom controls, define a component and override one or more methods:
Method | Type | Required |
---|---|---|
isVelocityActive() : boolean | Movement | Yes |
getVelocityDelta(deltaMS : number) : THREE.Vector3 | Movement | No |
getPositionDelta(deltaMS : number) : THREE.Vector3 | Movement | No |
Example:
AFRAME.registerComponent('custom-controls', {
isVelocityActive: function () {
return Math.random() < 0.25;
},
getPositionDelta: function () {
return new THREE.Vector3(1, 0, 0);
}
});
I've written standalone components for several other control components. These do not work with movement-controls
, and are older and less well maintained.
- gamepad-controls: A more advanced standalone gamepad controller than the version in this package.
- keyboard-controls: A more advanced standalone keyboard controller than the version in this package.
Connect input devices from your desktop to your mobile phone with WebRTC, using ProxyControls.js.