Tutorial by Examples: n

Updating Multi-Property Component Data To update component data for a multi-property component, we can pass the name of a registered component as the componentName, and pass an object of properties as the value. A string is also acceptable (e.g., type: spot; distance: 30), but objects will save A-F...
We can simply retrieve an entity using DOM APIs. <a-entity id="mario"></a-entity> var el = document.querySelector('#mario');
For example, if we wanted to grab an entity’s three.js camera object or material object, we could reach into its components var camera = document.querySelector('a-entity[camera]').components.camera.camera; var material = document.querySelector('a-entity[material]').components.material.material; ...
A system is registered similarly to a A-Frame component. If the system name matches a component name, then the component will have a reference to the system as this.system: AFRAME.registerSystem('my-component', { schema: {}, // System schema. Parses into `this.data`. init: function () { ...
An instantiated system can be accessed through the scene: document.querySelector('a-scene').systems[systemName]; Registered system prototypes can be accessed through AFRAME.systems.
Systems can help separate logic and behavior from data if desired. We let systems handle the heavy lifting, and components only worry about managing its data through its lifecycle methods: AFRAME.registerSystem('my-component', { createComplexObject: function (data) { // Do calculations ...
There is no strict API for defining how systems manage components. A common pattern is to have components subscribe themselves to the system. The system then has references to all of its components: AFRAME.registerSystem('my-component', { init: function () { this.entities = []; }, ...
AFRAME.registerComponent (name, definition) Register an A-Frame component. We must register components before we use them anywhere in . Meaning from an HTML file, components should come in order before . {string} name - Component name. The component’s public API as represented through an HTML at...
A component holds a bucket of data in the form of one or more component properties. Components use this data to modify entities. Consider an engine component, we might define properties such as horsepower or cylinders. HTML attributes represent component names and the value of those attributes repr...
The schema is an object that defines and describes the property or properties of the component. The schema’s keys are the names of the property, and the schema’s values define the types and values of the property (in case of a multi-property component): Defining schema in your component AFRAME.reg...
Property types primarily define how the schema parses incoming data from the DOM for each property. The parsed data will then be available via the data property on the component's prototype. Below are A-Frame's built-in property types: Property TypeDescriptionDefault ValuearrayParses comma-separ...
A component’s members and methods can be accessed through the entity from the .components object. Look up the component from the entity’s map of components, and we’ll have access to the component’s internals. Consider this example component: AFRAME.registerComponent('foo', { init: function () { ...
Components can be attached to the scene as well as entities. A-Frame ships with a few components to configure the scene: ComponentDetailsembeddedRemove fullscreen styles from the canvas.fogAdd fog.keyboard-shortcutsToggle keyboard shortcuts.inspectorInject the A-Frame Inspector.statsToggle performa...
Since A-Frame fetches assets using XHRs, browser security requires the browser to serve assets with cross-origin resource sharing (CORS) headers if the asset is on a different domain. Otherwise, we'd have to host assets on the same origin as the scene. For some options, GitHub Pages serves every...
Audio and video assets will only block the scene if we set autoplay or if we set preload="auto": <a-scene> <a-assets> <!-- These will not block. --> <audio src="blockus.mp3"></audio> <video src="loadofblocks.mp4">&...
We can set a timeout that when reached, the scene will begin rendering and entities will begin initializing regardless of whether all the assets have loaded. The default timeout is 3 seconds. To set a different timeout, we just pass in the number of milliseconds to the timeout attribute: If some...
Content fetched by <a-asset-item> will be returned as plain text. If we want to use a different response type such as arraybuffer, use <a-asset-item>'s response-type attribute: <a-asset-item response-type="arraybuffer" src="model.gltf"></a-asset-item> ...
Every element in A-Frame inherits from <a-node>, the AFRAME.ANode prototype. ANode controls load and initialization order. For an element to initialize (whether it be <a-assets>, <a-asset-item>, <a-scene>, or <a-entity>), its children must have already initialized. N...
As an introductory example, to define a 5-meter orbit on an entity about the Y-axis that takes 10 seconds, we can offset the position and animate the rotation. This animation starts with the initial rotation about the Y-axis of 0 degrees, and goes around 360 degrees. It’s defined with a duration of ...
A-Frame's animation system can animate different types of properties. vec3 Properties A-Frame has standard vec3 components (i.e., position, rotation, and scale). These components consist of three factors: X, Y, and Z. We can pass three space-delimited numbers to the from and to attributes just a...

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