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
. Requiressphere-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.
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. |
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.