Just drop in a script
tag and a-scene
. A-Frame will handle 3D boilerplate, VR setup, and default controls. Nothing to install, no build steps.
HTML is easy to read, understand, and copy-and-paste. Being based on top of HTML, A-Frame is accessible to everyone: web developers, VR enthusiasts, artists, designers, educators, makers, kids.
Build VR applications for Vive, Rift, Daydream, GearVR, and Cardboard with support for all respective controllers. Don’t have a headset or controllers? No problem! A-Frame still works on standard desktop and smartphones.
A-Frame is a powerful three.js framework, providing a declarative, composable, reusable entity-component structure.js. HTML is just the tip of the iceberg; developers have unlimited access to JavaScript, DOM APIs, three.js, WebVR, and WebGL.
A-Frame is optimized from the ground up for WebVR. While A-Frame uses the DOM, its elements don’t touch the browser layout engine. 3D object updates are all done in memory with little overhead under a single requestAnimationFrame call. For reference, see A-Painter, a Tilt Brush clone built in A-Frame that runs like native (90+ FPS).
Since the Web was built on the notion of the HTML, A-Frame is compatible with most libraries, frameworks, and tools including React, Preact, Vue.js, Angular, d3.js, Ember.js, jQuery.
A-Frame provides a handy built-in visual 3D inspector. Open up any A-Frame scene, hit ctrl + alt + i, and fly around to peek behind the hood!
Take powerful components that developers have published and plug them in straight from HTML. Similar to the Unity Asset Store, the A-Frame Registry collects and curates these components for easy discovery.
Hit the ground running with A-Frame’s core components such as geometries, materials, lights, animations, models, raycasters, shadows, positional audio, text, and Vive / Touch / Daydream / GearVR / Cardboard controls. Get even further with community components such as particle systems, physics, multiuser, oceans, mountains, speech recognition, motion capture, teleportation, super hands, and augmented reality.