From fe4eb46a0a6b925698b1fac14dbdf0a41a561a0b Mon Sep 17 00:00:00 2001
From: Diego Marcos Segura Managing Application and Game State in A-Frame
Redux. Having
built several non-trivial WebVR applications, we’ll go over how we started to
bring these ideas of state management into A-Frame’s DOM-based entity-component
-architecture.
Below are several real-life use cases of motion capture vastly improving VR development ergonomics:
diff --git a/docs/0.3.0/components/geometry.html b/docs/0.3.0/components/geometry.html index 8b5737d7f..2bba8cbdd 100644 --- a/docs/0.3.0/components/geometry.html +++ b/docs/0.3.0/components/geometry.html @@ -944,7 +944,7 @@Every geometry type will have these properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
<a-entity> |
Here is an overview of animation attributes. We’ll go into more detail below.
<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.3.0/core/utils.html b/docs/0.3.0/core/utils.html index f661630a3..8afdebdd3 100644 --- a/docs/0.3.0/core/utils.html +++ b/docs/0.3.0/core/utils.html @@ -939,7 +939,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinate(value)
Tests whether a string is a vec3.
diff --git a/docs/0.3.0/guides/building-with-components.html b/docs/0.3.0/guides/building-with-components.html index 0799b5474..12e7f629c 100644 --- a/docs/0.3.0/guides/building-with-components.html +++ b/docs/0.3.0/guides/building-with-components.html @@ -953,7 +953,7 @@The scene we will build is a 360° image gallery. There will be three panels which the user can click on. Once clicked, the background will fade and swap the 360° images.
- +This is the starting point for our scene:
<a-scene> |
MagicaVoxel works on Windows and OS X. On the MagicaVoxel homepage, click the Download button and install the application:
diff --git a/docs/0.3.0/guides/index.html b/docs/0.3.0/guides/index.html index 5500932b7..92e3f9fe4 100644 --- a/docs/0.3.0/guides/index.html +++ b/docs/0.3.0/guides/index.html @@ -940,7 +940,7 @@Let’s build a scene using A-Frame’s basic primitive HTML building blocks!
- +This sample Hello World scene starts with a box:
<a-scene> |
Support for flat experiences primarily depends on a browser’s WebGL support. We can see which browsers support WebGL at Can I use WebGL?.
diff --git a/docs/0.3.0/introduction/faq.html b/docs/0.3.0/introduction/faq.html index 155a3d084..e2dee9b2d 100644 --- a/docs/0.3.0/introduction/faq.html +++ b/docs/0.3.0/introduction/faq.html @@ -938,7 +938,7 @@A-Frame is an open-source web framework for building virtual reality experiences. We can build VR web pages that we can walk inside with just HTML. diff --git a/docs/0.3.0/introduction/getting-started.html b/docs/0.3.0/introduction/getting-started.html index e6d6c59bf..8b3f214df 100644 --- a/docs/0.3.0/introduction/getting-started.html +++ b/docs/0.3.0/introduction/getting-started.html @@ -942,7 +942,7 @@
Welcome! Make sure to read the introduction. If you’re ready to go, we have several ways of getting started.
- +CodePen is a playground for front-end web development. We can edit HTML and JavaScript directly in the browser with its text editor, see changes diff --git a/docs/0.3.0/primitives/index.html b/docs/0.3.0/primitives/index.html index 124395fb8..06021b9ea 100644 --- a/docs/0.3.0/primitives/index.html +++ b/docs/0.3.0/primitives/index.html @@ -953,7 +953,7 @@
They are sort of like Prefabs in Unity. Some literature on the entity-component-system pattern refer to these as assemblages.
- +Here is an assortment of various primitives in use:
<a-scene> |
Every geometry type will have these properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
<a-entity> |
Here is an overview of animation attributes. We’ll go into more detail below.
<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.4.0/core/utils.html b/docs/0.4.0/core/utils.html index e92f91e91..301ebd152 100644 --- a/docs/0.4.0/core/utils.html +++ b/docs/0.4.0/core/utils.html @@ -988,7 +988,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinate (value)
Tests whether a string is a vec3.
diff --git a/docs/0.4.0/guides/building-with-components.html b/docs/0.4.0/guides/building-with-components.html index 1ab46ca20..40b582081 100644 --- a/docs/0.4.0/guides/building-with-components.html +++ b/docs/0.4.0/guides/building-with-components.html @@ -1002,7 +1002,7 @@The scene we will build is a 360° image gallery. There will be three panels which the user can click on. Once clicked, the background will fade and swap the 360° images.
- +This is the starting point for our scene:
<a-scene> |
MagicaVoxel works on Windows and OS X. On the MagicaVoxel homepage, click the Download button and install the application:
diff --git a/docs/0.4.0/guides/index.html b/docs/0.4.0/guides/index.html index f162b5a3f..842d6ed28 100644 --- a/docs/0.4.0/guides/index.html +++ b/docs/0.4.0/guides/index.html @@ -1033,7 +1033,7 @@We start out with the minimum required HTML structure:
<html> |
Before we go over the different ways to use JavaScript and DOM APIs, we recommend encapsulating your JavaScript code within A-Frame components. diff --git a/docs/0.4.0/introduction/device-and-platform-support.html b/docs/0.4.0/introduction/device-and-platform-support.html index 3e8377283..88334ced9 100644 --- a/docs/0.4.0/introduction/device-and-platform-support.html +++ b/docs/0.4.0/introduction/device-and-platform-support.html @@ -991,7 +991,7 @@
Support for flat experiences primarily depends on a browser’s WebGL support. We can see which browsers support WebGL at Can I use WebGL?.
diff --git a/docs/0.4.0/introduction/faq.html b/docs/0.4.0/introduction/faq.html index 3d4afb979..f34cca019 100644 --- a/docs/0.4.0/introduction/faq.html +++ b/docs/0.4.0/introduction/faq.html @@ -987,7 +987,7 @@A-Frame is an open-source web framework for building virtual reality experiences. We can build VR web pages that we can walk inside with just HTML. diff --git a/docs/0.4.0/introduction/getting-started.html b/docs/0.4.0/introduction/getting-started.html index c5962db5a..f4c57bb9c 100644 --- a/docs/0.4.0/introduction/getting-started.html +++ b/docs/0.4.0/introduction/getting-started.html @@ -991,7 +991,7 @@
Welcome! Make sure to read the introduction. If you’re ready to go, there are multiple ways of getting started.
- +CodePen is a playground for front-end web development. We can edit HTML and JavaScript directly in the browser with its text editor, see changes diff --git a/docs/0.4.0/primitives/index.html b/docs/0.4.0/primitives/index.html index aed8ec637..53645afa4 100644 --- a/docs/0.4.0/primitives/index.html +++ b/docs/0.4.0/primitives/index.html @@ -1002,7 +1002,7 @@
They are sort of like Prefabs in Unity. Some literature on the entity-component-system pattern refer to these as assemblages.
- +Below is an assortment of primitives in use:
<a-scene> |
Every geometry type will have these properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handles diff --git a/docs/0.5.0/core/animations.html b/docs/0.5.0/core/animations.html index 5b1c7c763..483f8bded 100644 --- a/docs/0.5.0/core/animations.html +++ b/docs/0.5.0/core/animations.html @@ -1057,7 +1057,7 @@
<a-entity> |
Here is an overview of animation attributes. We’ll go into more detail below.
<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.5.0/core/utils.html b/docs/0.5.0/core/utils.html index 7018c6969..9a42ddc7a 100644 --- a/docs/0.5.0/core/utils.html +++ b/docs/0.5.0/core/utils.html @@ -1044,7 +1044,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinate (value)
Tests whether a string is a vec3.
diff --git a/docs/0.5.0/guides/building-a-360-image-gallery.html b/docs/0.5.0/guides/building-a-360-image-gallery.html index 48e8c9540..31c6a5bbc 100644 --- a/docs/0.5.0/guides/building-a-360-image-gallery.html +++ b/docs/0.5.0/guides/building-a-360-image-gallery.html @@ -1059,7 +1059,7 @@This is the starting point for our scene:
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/0.5.0/aframe.min.js"></script> |
MagicaVoxel works on Windows and OS X. On the MagicaVoxel homepage, click the Download button and install the application:
diff --git a/docs/0.5.0/introduction/entity-component-system.html b/docs/0.5.0/introduction/entity-component-system.html index dcfebee7a..0a602fa8f 100644 --- a/docs/0.5.0/introduction/entity-component-system.html +++ b/docs/0.5.0/introduction/entity-component-system.html @@ -1072,7 +1072,7 @@A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication. But we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/0.5.0/introduction/faq.html b/docs/0.5.0/introduction/faq.html index 22f271328..da888576f 100644 --- a/docs/0.5.0/introduction/faq.html +++ b/docs/0.5.0/introduction/faq.html @@ -1043,7 +1043,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/0.5.0/introduction/hosting-and-publishing.html b/docs/0.5.0/introduction/hosting-and-publishing.html
index b89e96b44..db1e7c428 100644
--- a/docs/0.5.0/introduction/hosting-and-publishing.html
+++ b/docs/0.5.0/introduction/hosting-and-publishing.html
@@ -1045,7 +1045,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/0.5.0/introduction/html-and-primitives.html b/docs/0.5.0/introduction/html-and-primitives.html
index acfd48376..4def71422 100644
--- a/docs/0.5.0/introduction/html-and-primitives.html
+++ b/docs/0.5.0/introduction/html-and-primitives.html
@@ -1047,7 +1047,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/0.5.0/introduction/installation.html b/docs/0.5.0/introduction/installation.html index 36bdae198..8e56dc189 100644 --- a/docs/0.5.0/introduction/installation.html +++ b/docs/0.5.0/introduction/installation.html @@ -1046,7 +1046,7 @@
This installation section will show several ways to get started with A-Frame. Although many of the ways don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/0.5.0/introduction/javascript-events-dom-apis.html b/docs/0.5.0/introduction/javascript-events-dom-apis.html
index 960618ec8..c1cb372b3 100644
--- a/docs/0.5.0/introduction/javascript-events-dom-apis.html
+++ b/docs/0.5.0/introduction/javascript-events-dom-apis.html
@@ -1052,7 +1052,7 @@
Before we go over the different ways to use JavaScript and DOM APIs, we recommend encapsulating your JavaScript code within A-Frame components. diff --git a/docs/0.5.0/introduction/visual-inspector-and-dev-tools.html b/docs/0.5.0/introduction/visual-inspector-and-dev-tools.html index f245aad0d..07e56d500 100644 --- a/docs/0.5.0/introduction/visual-inspector-and-dev-tools.html +++ b/docs/0.5.0/introduction/visual-inspector-and-dev-tools.html @@ -1070,7 +1070,7 @@
We’ll go over GUI tools built on top of A-Frame that can be used without code. And touch on other tools that can ease development across multiple machines.
- +The A-Frame Inspector is a visual tool for inspecting and tweaking scenes. With the Inspector, we can:
diff --git a/docs/0.5.0/introduction/vr-headsets-and-webvr-browsers.html b/docs/0.5.0/introduction/vr-headsets-and-webvr-browsers.html index 3437986f0..01d9004e9 100644 --- a/docs/0.5.0/introduction/vr-headsets-and-webvr-browsers.html +++ b/docs/0.5.0/introduction/vr-headsets-and-webvr-browsers.html @@ -1043,7 +1043,7 @@Virtual reality (VR) is a technology that uses head-mounted headsets with displays to generate the realistic images, sounds, and other sensations to put diff --git a/docs/0.6.0/components/geometry.html b/docs/0.6.0/components/geometry.html index 766807563..fcf0a076b 100644 --- a/docs/0.6.0/components/geometry.html +++ b/docs/0.6.0/components/geometry.html @@ -1089,7 +1089,7 @@
Every geometry type will have these properties:
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handles diff --git a/docs/0.6.0/core/animations.html b/docs/0.6.0/core/animations.html index fa7440558..9debc750d 100644 --- a/docs/0.6.0/core/animations.html +++ b/docs/0.6.0/core/animations.html @@ -1099,7 +1099,7 @@
<a-entity> |
Here is an overview of animation attributes. We’ll go into more detail below.
<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.6.0/core/utils.html b/docs/0.6.0/core/utils.html index 0ffb3bd98..f03fc9fe2 100644 --- a/docs/0.6.0/core/utils.html +++ b/docs/0.6.0/core/utils.html @@ -1086,7 +1086,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3.
diff --git a/docs/0.6.0/guides/building-a-360-image-gallery.html b/docs/0.6.0/guides/building-a-360-image-gallery.html index 878245522..f19831fa2 100644 --- a/docs/0.6.0/guides/building-a-360-image-gallery.html +++ b/docs/0.6.0/guides/building-a-360-image-gallery.html @@ -1095,7 +1095,7 @@This is the starting point for our scene:
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/0.6.1/aframe.min.js"></script> |
MagicaVoxel works on Windows and OS X. On the MagicaVoxel homepage, click the Download button and install the application:
diff --git a/docs/0.6.0/introduction/entity-component-system.html b/docs/0.6.0/introduction/entity-component-system.html index f3d0f6763..c85de588c 100644 --- a/docs/0.6.0/introduction/entity-component-system.html +++ b/docs/0.6.0/introduction/entity-component-system.html @@ -1114,7 +1114,7 @@A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication. But we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/0.6.0/introduction/faq.html b/docs/0.6.0/introduction/faq.html index 1e4ee539d..d21049080 100644 --- a/docs/0.6.0/introduction/faq.html +++ b/docs/0.6.0/introduction/faq.html @@ -1085,7 +1085,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/0.6.0/introduction/hosting-and-publishing.html b/docs/0.6.0/introduction/hosting-and-publishing.html
index adb0c85cf..0329fff28 100644
--- a/docs/0.6.0/introduction/hosting-and-publishing.html
+++ b/docs/0.6.0/introduction/hosting-and-publishing.html
@@ -1087,7 +1087,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/0.6.0/introduction/html-and-primitives.html b/docs/0.6.0/introduction/html-and-primitives.html
index 2087d6cc3..c6bc73410 100644
--- a/docs/0.6.0/introduction/html-and-primitives.html
+++ b/docs/0.6.0/introduction/html-and-primitives.html
@@ -1089,7 +1089,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/0.6.0/introduction/installation.html b/docs/0.6.0/introduction/installation.html index 887cb5db1..172341ba9 100644 --- a/docs/0.6.0/introduction/installation.html +++ b/docs/0.6.0/introduction/installation.html @@ -1088,7 +1088,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/0.6.0/introduction/visual-inspector-and-dev-tools.html b/docs/0.6.0/introduction/visual-inspector-and-dev-tools.html
index fb5bd382d..fc5176740 100644
--- a/docs/0.6.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/0.6.0/introduction/visual-inspector-and-dev-tools.html
@@ -1112,7 +1112,7 @@
We’ll go over GUI tools built on top of A-Frame that can be used without code. And touch on other tools that can ease development across multiple machines.
- +The A-Frame Inspector is a visual tool for inspecting and tweaking scenes. With the Inspector, we can:
diff --git a/docs/0.6.0/introduction/vr-headsets-and-webvr-browsers.html b/docs/0.6.0/introduction/vr-headsets-and-webvr-browsers.html index 83ab3d5e9..cd269ade3 100644 --- a/docs/0.6.0/introduction/vr-headsets-and-webvr-browsers.html +++ b/docs/0.6.0/introduction/vr-headsets-and-webvr-browsers.html @@ -1085,7 +1085,7 @@Virtual reality (VR) is a technology that uses head-mounted headsets with displays to generate the realistic images, sounds, and other sensations to put diff --git a/docs/0.7.0/components/geometry.html b/docs/0.7.0/components/geometry.html index e53a65f45..5f28c9067 100644 --- a/docs/0.7.0/components/geometry.html +++ b/docs/0.7.0/components/geometry.html @@ -1103,7 +1103,7 @@
Every geometry type will have these properties:
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handles diff --git a/docs/0.7.0/core/animations.html b/docs/0.7.0/core/animations.html index d28d949c4..676062cd8 100644 --- a/docs/0.7.0/core/animations.html +++ b/docs/0.7.0/core/animations.html @@ -1113,7 +1113,7 @@
<a-entity> |
Here is an overview of animation attributes. We’ll go into more detail below.
<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.7.0/core/utils.html b/docs/0.7.0/core/utils.html index c08ca5449..b8a4ca5fc 100644 --- a/docs/0.7.0/core/utils.html +++ b/docs/0.7.0/core/utils.html @@ -1100,7 +1100,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3.
diff --git a/docs/0.7.0/guides/building-a-360-image-gallery.html b/docs/0.7.0/guides/building-a-360-image-gallery.html index 344bb3333..af72582d5 100644 --- a/docs/0.7.0/guides/building-a-360-image-gallery.html +++ b/docs/0.7.0/guides/building-a-360-image-gallery.html @@ -1109,7 +1109,7 @@This is the starting point for our scene:
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script> |
MagicaVoxel works on Windows and OS X. On the MagicaVoxel homepage, click the Download button and install the application:
diff --git a/docs/0.7.0/introduction/entity-component-system.html b/docs/0.7.0/introduction/entity-component-system.html index 6d2a48d1e..9499d75d4 100644 --- a/docs/0.7.0/introduction/entity-component-system.html +++ b/docs/0.7.0/introduction/entity-component-system.html @@ -1128,7 +1128,7 @@A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication. But we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/0.7.0/introduction/faq.html b/docs/0.7.0/introduction/faq.html index 093dea491..49614f672 100644 --- a/docs/0.7.0/introduction/faq.html +++ b/docs/0.7.0/introduction/faq.html @@ -1099,7 +1099,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/0.7.0/introduction/hosting-and-publishing.html b/docs/0.7.0/introduction/hosting-and-publishing.html
index 2e4bc2a25..1a2857d11 100644
--- a/docs/0.7.0/introduction/hosting-and-publishing.html
+++ b/docs/0.7.0/introduction/hosting-and-publishing.html
@@ -1101,7 +1101,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/0.7.0/introduction/html-and-primitives.html b/docs/0.7.0/introduction/html-and-primitives.html
index 8b6096efd..bd68356fc 100644
--- a/docs/0.7.0/introduction/html-and-primitives.html
+++ b/docs/0.7.0/introduction/html-and-primitives.html
@@ -1103,7 +1103,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/0.7.0/introduction/installation.html b/docs/0.7.0/introduction/installation.html index 75c849955..4cd94d5c2 100644 --- a/docs/0.7.0/introduction/installation.html +++ b/docs/0.7.0/introduction/installation.html @@ -1102,7 +1102,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/0.7.0/introduction/javascript-events-dom-apis.html b/docs/0.7.0/introduction/javascript-events-dom-apis.html
index 7bb221ccb..dd41d8a0a 100644
--- a/docs/0.7.0/introduction/javascript-events-dom-apis.html
+++ b/docs/0.7.0/introduction/javascript-events-dom-apis.html
@@ -1106,7 +1106,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/0.7.0/introduction/visual-inspector-and-dev-tools.html b/docs/0.7.0/introduction/visual-inspector-and-dev-tools.html
index 59b733fa1..3e0132079 100644
--- a/docs/0.7.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/0.7.0/introduction/visual-inspector-and-dev-tools.html
@@ -1126,7 +1126,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/0.8.0/components/geometry.html b/docs/0.8.0/components/geometry.html
index 2f79b31f5..b5ca32bd6 100644
--- a/docs/0.8.0/components/geometry.html
+++ b/docs/0.8.0/components/geometry.html
@@ -1110,7 +1110,7 @@
A-Frame Inspector
-
+
What is Virtual Reality?
property defines the general shape. Geometric primitives, in computer graphics,
are irreducible basic shapes. A material component is commonly defined to
provide a appearance alongside the shape to create a complete mesh.
Every geometry type will have these properties:
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handles diff --git a/docs/0.8.0/core/animations.html b/docs/0.8.0/core/animations.html index e54951545..45238b6a9 100644 --- a/docs/0.8.0/core/animations.html +++ b/docs/0.8.0/core/animations.html @@ -1120,7 +1120,7 @@
<a-entity> |
Here is an overview of animation attributes. We’ll go into more detail below.
<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.8.0/core/utils.html b/docs/0.8.0/core/utils.html index 7fe18fc21..c3fbca067 100644 --- a/docs/0.8.0/core/utils.html +++ b/docs/0.8.0/core/utils.html @@ -1107,7 +1107,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/0.8.0/guides/building-a-360-image-gallery.html b/docs/0.8.0/guides/building-a-360-image-gallery.html index 706cd16ad..7e97301b5 100644 --- a/docs/0.8.0/guides/building-a-360-image-gallery.html +++ b/docs/0.8.0/guides/building-a-360-image-gallery.html @@ -1116,7 +1116,7 @@This is the starting point for our scene:
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/0.8.0/aframe.min.js"></script> |
MagicaVoxel works on Windows and OS X. On the MagicaVoxel homepage, click the Download button and install the application:
diff --git a/docs/0.8.0/introduction/entity-component-system.html b/docs/0.8.0/introduction/entity-component-system.html index 92e4d7f3a..5a3125bbc 100644 --- a/docs/0.8.0/introduction/entity-component-system.html +++ b/docs/0.8.0/introduction/entity-component-system.html @@ -1135,7 +1135,7 @@A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication. But we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/0.8.0/introduction/faq.html b/docs/0.8.0/introduction/faq.html index eb445e04a..28ee00772 100644 --- a/docs/0.8.0/introduction/faq.html +++ b/docs/0.8.0/introduction/faq.html @@ -1106,7 +1106,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/0.8.0/introduction/hosting-and-publishing.html b/docs/0.8.0/introduction/hosting-and-publishing.html
index 968f6b306..abb24c6f1 100644
--- a/docs/0.8.0/introduction/hosting-and-publishing.html
+++ b/docs/0.8.0/introduction/hosting-and-publishing.html
@@ -1108,7 +1108,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/0.8.0/introduction/html-and-primitives.html b/docs/0.8.0/introduction/html-and-primitives.html
index d45a72717..508ad4959 100644
--- a/docs/0.8.0/introduction/html-and-primitives.html
+++ b/docs/0.8.0/introduction/html-and-primitives.html
@@ -1110,7 +1110,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/0.8.0/introduction/installation.html b/docs/0.8.0/introduction/installation.html index bfc8b8a45..1d328eafa 100644 --- a/docs/0.8.0/introduction/installation.html +++ b/docs/0.8.0/introduction/installation.html @@ -1109,7 +1109,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/0.8.0/introduction/javascript-events-dom-apis.html b/docs/0.8.0/introduction/javascript-events-dom-apis.html
index 231205db2..7b3af7589 100644
--- a/docs/0.8.0/introduction/javascript-events-dom-apis.html
+++ b/docs/0.8.0/introduction/javascript-events-dom-apis.html
@@ -1113,7 +1113,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/0.8.0/introduction/visual-inspector-and-dev-tools.html b/docs/0.8.0/introduction/visual-inspector-and-dev-tools.html
index cd4345c5e..7a43b31ab 100644
--- a/docs/0.8.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/0.8.0/introduction/visual-inspector-and-dev-tools.html
@@ -1121,7 +1121,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/0.9.0/components/animation.html b/docs/0.9.0/components/animation.html
index 405fd1162..2f69ceab5 100644
--- a/docs/0.9.0/components/animation.html
+++ b/docs/0.9.0/components/animation.html
@@ -1132,7 +1132,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handles diff --git a/docs/0.9.0/core/asset-management-system.html b/docs/0.9.0/core/asset-management-system.html index cf4aa80d4..77884b1d4 100644 --- a/docs/0.9.0/core/asset-management-system.html +++ b/docs/0.9.0/core/asset-management-system.html @@ -1131,7 +1131,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/0.9.0/core/entity.html b/docs/0.9.0/core/entity.html index 502aa3139..2b79b7fc1 100644 --- a/docs/0.9.0/core/entity.html +++ b/docs/0.9.0/core/entity.html @@ -1119,7 +1119,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/0.9.0/core/mixins.html b/docs/0.9.0/core/mixins.html index 426f3d28f..5943d29a9 100644 --- a/docs/0.9.0/core/mixins.html +++ b/docs/0.9.0/core/mixins.html @@ -1125,7 +1125,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/0.9.0/core/utils.html b/docs/0.9.0/core/utils.html index 62ac389cb..8bf747626 100644 --- a/docs/0.9.0/core/utils.html +++ b/docs/0.9.0/core/utils.html @@ -1114,7 +1114,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/0.9.0/guides/building-a-360-image-gallery.html b/docs/0.9.0/guides/building-a-360-image-gallery.html index 497f2c076..55c069a6f 100644 --- a/docs/0.9.0/guides/building-a-360-image-gallery.html +++ b/docs/0.9.0/guides/building-a-360-image-gallery.html @@ -1125,7 +1125,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene. We can also remix the Glitch.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/0.9.2/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/0.9.0/introduction/faq.html b/docs/0.9.0/introduction/faq.html index c9bb1bc2b..56be5148f 100644 --- a/docs/0.9.0/introduction/faq.html +++ b/docs/0.9.0/introduction/faq.html @@ -1113,7 +1113,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/0.9.0/introduction/hosting-and-publishing.html b/docs/0.9.0/introduction/hosting-and-publishing.html
index 03e7464c3..9a3832176 100644
--- a/docs/0.9.0/introduction/hosting-and-publishing.html
+++ b/docs/0.9.0/introduction/hosting-and-publishing.html
@@ -1115,7 +1115,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/0.9.0/introduction/html-and-primitives.html b/docs/0.9.0/introduction/html-and-primitives.html
index 4706e89cb..01b7b1a1e 100644
--- a/docs/0.9.0/introduction/html-and-primitives.html
+++ b/docs/0.9.0/introduction/html-and-primitives.html
@@ -1117,7 +1117,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/0.9.0/introduction/installation.html b/docs/0.9.0/introduction/installation.html index f0ba69688..5465506d2 100644 --- a/docs/0.9.0/introduction/installation.html +++ b/docs/0.9.0/introduction/installation.html @@ -1116,7 +1116,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/0.9.0/introduction/javascript-events-dom-apis.html b/docs/0.9.0/introduction/javascript-events-dom-apis.html
index 2efef0387..c6f434224 100644
--- a/docs/0.9.0/introduction/javascript-events-dom-apis.html
+++ b/docs/0.9.0/introduction/javascript-events-dom-apis.html
@@ -1120,7 +1120,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/0.9.0/introduction/visual-inspector-and-dev-tools.html b/docs/0.9.0/introduction/visual-inspector-and-dev-tools.html
index aa7fd0a91..1d88385cb 100644
--- a/docs/0.9.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/0.9.0/introduction/visual-inspector-and-dev-tools.html
@@ -1128,7 +1128,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.0.0/components/animation.html b/docs/1.0.0/components/animation.html
index 2b56a3b33..be3752c9b 100644
--- a/docs/1.0.0/components/animation.html
+++ b/docs/1.0.0/components/animation.html
@@ -1139,7 +1139,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handles diff --git a/docs/1.0.0/core/asset-management-system.html b/docs/1.0.0/core/asset-management-system.html index 8354fcc16..edc93c294 100644 --- a/docs/1.0.0/core/asset-management-system.html +++ b/docs/1.0.0/core/asset-management-system.html @@ -1138,7 +1138,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.0.0/core/entity.html b/docs/1.0.0/core/entity.html index b0144c4e4..8ca3c6a3e 100644 --- a/docs/1.0.0/core/entity.html +++ b/docs/1.0.0/core/entity.html @@ -1126,7 +1126,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.0.0/core/mixins.html b/docs/1.0.0/core/mixins.html index 53e30d9d7..984dcc7f4 100644 --- a/docs/1.0.0/core/mixins.html +++ b/docs/1.0.0/core/mixins.html @@ -1132,7 +1132,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.0.0/core/utils.html b/docs/1.0.0/core/utils.html index f9d8c397a..931dcecb9 100644 --- a/docs/1.0.0/core/utils.html +++ b/docs/1.0.0/core/utils.html @@ -1121,7 +1121,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.0.0/guides/building-a-360-image-gallery.html b/docs/1.0.0/guides/building-a-360-image-gallery.html index 740a7b790..9b2e42fcc 100644 --- a/docs/1.0.0/guides/building-a-360-image-gallery.html +++ b/docs/1.0.0/guides/building-a-360-image-gallery.html @@ -1132,7 +1132,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene. We can also remix the Glitch.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.0.4/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.0.0/introduction/faq.html b/docs/1.0.0/introduction/faq.html index 1f8a95c71..2a90c01fd 100644 --- a/docs/1.0.0/introduction/faq.html +++ b/docs/1.0.0/introduction/faq.html @@ -1120,7 +1120,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.0.0/introduction/hosting-and-publishing.html b/docs/1.0.0/introduction/hosting-and-publishing.html
index 28ab27b2c..d00b95a21 100644
--- a/docs/1.0.0/introduction/hosting-and-publishing.html
+++ b/docs/1.0.0/introduction/hosting-and-publishing.html
@@ -1122,7 +1122,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.0.0/introduction/html-and-primitives.html b/docs/1.0.0/introduction/html-and-primitives.html
index c43eb5b56..1e3718c31 100644
--- a/docs/1.0.0/introduction/html-and-primitives.html
+++ b/docs/1.0.0/introduction/html-and-primitives.html
@@ -1124,7 +1124,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.0.0/introduction/installation.html b/docs/1.0.0/introduction/installation.html index 39dcb0034..6ce20b6d1 100644 --- a/docs/1.0.0/introduction/installation.html +++ b/docs/1.0.0/introduction/installation.html @@ -1123,7 +1123,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.0.0/introduction/javascript-events-dom-apis.html b/docs/1.0.0/introduction/javascript-events-dom-apis.html
index e7d50b3d6..4a3222265 100644
--- a/docs/1.0.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.0.0/introduction/javascript-events-dom-apis.html
@@ -1127,7 +1127,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.0.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.0.0/introduction/visual-inspector-and-dev-tools.html
index f0d157b90..8a1a63e91 100644
--- a/docs/1.0.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.0.0/introduction/visual-inspector-and-dev-tools.html
@@ -1135,7 +1135,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.1.0/components/animation.html b/docs/1.1.0/components/animation.html
index ab9ad35c6..2d7054e90 100644
--- a/docs/1.1.0/components/animation.html
+++ b/docs/1.1.0/components/animation.html
@@ -1167,7 +1167,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/1.1.0/core/asset-management-system.html b/docs/1.1.0/core/asset-management-system.html index 352d8fc4c..1f10030c3 100644 --- a/docs/1.1.0/core/asset-management-system.html +++ b/docs/1.1.0/core/asset-management-system.html @@ -1166,7 +1166,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.1.0/core/entity.html b/docs/1.1.0/core/entity.html index 90af2ee07..9a520cf7d 100644 --- a/docs/1.1.0/core/entity.html +++ b/docs/1.1.0/core/entity.html @@ -1154,7 +1154,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.1.0/core/mixins.html b/docs/1.1.0/core/mixins.html index 24624e864..38099d41e 100644 --- a/docs/1.1.0/core/mixins.html +++ b/docs/1.1.0/core/mixins.html @@ -1160,7 +1160,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.1.0/core/utils.html b/docs/1.1.0/core/utils.html index 1cb415843..1ecd8de93 100644 --- a/docs/1.1.0/core/utils.html +++ b/docs/1.1.0/core/utils.html @@ -1149,7 +1149,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.1.0/guides/building-a-360-image-gallery.html b/docs/1.1.0/guides/building-a-360-image-gallery.html index b6142d530..bab37c53c 100644 --- a/docs/1.1.0/guides/building-a-360-image-gallery.html +++ b/docs/1.1.0/guides/building-a-360-image-gallery.html @@ -1160,7 +1160,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene. We can also remix the Glitch.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.1.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.1.0/introduction/faq.html b/docs/1.1.0/introduction/faq.html index 55cfdeda1..4926e3ba6 100644 --- a/docs/1.1.0/introduction/faq.html +++ b/docs/1.1.0/introduction/faq.html @@ -1148,7 +1148,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.1.0/introduction/hosting-and-publishing.html b/docs/1.1.0/introduction/hosting-and-publishing.html
index dd0b8ec25..a85cd2d9b 100644
--- a/docs/1.1.0/introduction/hosting-and-publishing.html
+++ b/docs/1.1.0/introduction/hosting-and-publishing.html
@@ -1150,7 +1150,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.1.0/introduction/html-and-primitives.html b/docs/1.1.0/introduction/html-and-primitives.html
index 46b8d1cea..5724a5989 100644
--- a/docs/1.1.0/introduction/html-and-primitives.html
+++ b/docs/1.1.0/introduction/html-and-primitives.html
@@ -1152,7 +1152,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.1.0/introduction/installation.html b/docs/1.1.0/introduction/installation.html index 389e3e016..f6f15fd51 100644 --- a/docs/1.1.0/introduction/installation.html +++ b/docs/1.1.0/introduction/installation.html @@ -1151,7 +1151,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.1.0/introduction/javascript-events-dom-apis.html b/docs/1.1.0/introduction/javascript-events-dom-apis.html
index 75c4ea8ba..057b07c4a 100644
--- a/docs/1.1.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.1.0/introduction/javascript-events-dom-apis.html
@@ -1155,7 +1155,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.1.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.1.0/introduction/visual-inspector-and-dev-tools.html
index c8b2016c1..580e041a0 100644
--- a/docs/1.1.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.1.0/introduction/visual-inspector-and-dev-tools.html
@@ -1163,7 +1163,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.2.0/components/animation.html b/docs/1.2.0/components/animation.html
index 9ec443558..b7510b2bd 100644
--- a/docs/1.2.0/components/animation.html
+++ b/docs/1.2.0/components/animation.html
@@ -1167,7 +1167,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/1.2.0/core/asset-management-system.html b/docs/1.2.0/core/asset-management-system.html index 76978244a..f763a5c8c 100644 --- a/docs/1.2.0/core/asset-management-system.html +++ b/docs/1.2.0/core/asset-management-system.html @@ -1166,7 +1166,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.2.0/core/entity.html b/docs/1.2.0/core/entity.html index 0b3abe78c..766af4646 100644 --- a/docs/1.2.0/core/entity.html +++ b/docs/1.2.0/core/entity.html @@ -1154,7 +1154,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.2.0/core/mixins.html b/docs/1.2.0/core/mixins.html index ab1a507a6..4ff1677fb 100644 --- a/docs/1.2.0/core/mixins.html +++ b/docs/1.2.0/core/mixins.html @@ -1160,7 +1160,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.2.0/core/utils.html b/docs/1.2.0/core/utils.html index df1225f71..4559165a3 100644 --- a/docs/1.2.0/core/utils.html +++ b/docs/1.2.0/core/utils.html @@ -1149,7 +1149,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.2.0/guides/building-a-360-image-gallery.html b/docs/1.2.0/guides/building-a-360-image-gallery.html index dad10cb92..cee080317 100644 --- a/docs/1.2.0/guides/building-a-360-image-gallery.html +++ b/docs/1.2.0/guides/building-a-360-image-gallery.html @@ -1160,7 +1160,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene. We can also remix the Glitch.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.2.0/introduction/faq.html b/docs/1.2.0/introduction/faq.html index 901587a10..8ee3cc601 100644 --- a/docs/1.2.0/introduction/faq.html +++ b/docs/1.2.0/introduction/faq.html @@ -1148,7 +1148,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.2.0/introduction/hosting-and-publishing.html b/docs/1.2.0/introduction/hosting-and-publishing.html
index a48dbe97a..4b2bdda6d 100644
--- a/docs/1.2.0/introduction/hosting-and-publishing.html
+++ b/docs/1.2.0/introduction/hosting-and-publishing.html
@@ -1150,7 +1150,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.2.0/introduction/html-and-primitives.html b/docs/1.2.0/introduction/html-and-primitives.html
index 0d875107a..ed2759fdb 100644
--- a/docs/1.2.0/introduction/html-and-primitives.html
+++ b/docs/1.2.0/introduction/html-and-primitives.html
@@ -1152,7 +1152,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.2.0/introduction/installation.html b/docs/1.2.0/introduction/installation.html index e6212aad3..cf595352d 100644 --- a/docs/1.2.0/introduction/installation.html +++ b/docs/1.2.0/introduction/installation.html @@ -1151,7 +1151,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.2.0/introduction/javascript-events-dom-apis.html b/docs/1.2.0/introduction/javascript-events-dom-apis.html
index 85317771c..2cc1d736a 100644
--- a/docs/1.2.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.2.0/introduction/javascript-events-dom-apis.html
@@ -1155,7 +1155,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.2.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.2.0/introduction/visual-inspector-and-dev-tools.html
index 52ff319d7..1ca7ab4df 100644
--- a/docs/1.2.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.2.0/introduction/visual-inspector-and-dev-tools.html
@@ -1163,7 +1163,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.3.0/components/animation.html b/docs/1.3.0/components/animation.html
index b3cec5989..9807c9545 100644
--- a/docs/1.3.0/components/animation.html
+++ b/docs/1.3.0/components/animation.html
@@ -1188,7 +1188,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/1.3.0/core/asset-management-system.html b/docs/1.3.0/core/asset-management-system.html index b0d4c5fc8..5b02ad226 100644 --- a/docs/1.3.0/core/asset-management-system.html +++ b/docs/1.3.0/core/asset-management-system.html @@ -1187,7 +1187,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.3.0/core/entity.html b/docs/1.3.0/core/entity.html index 3198cd75c..66a6e6943 100644 --- a/docs/1.3.0/core/entity.html +++ b/docs/1.3.0/core/entity.html @@ -1175,7 +1175,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.3.0/core/mixins.html b/docs/1.3.0/core/mixins.html index b793396c7..f846d9026 100644 --- a/docs/1.3.0/core/mixins.html +++ b/docs/1.3.0/core/mixins.html @@ -1181,7 +1181,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.3.0/core/utils.html b/docs/1.3.0/core/utils.html index 6668071b5..97115f482 100644 --- a/docs/1.3.0/core/utils.html +++ b/docs/1.3.0/core/utils.html @@ -1170,7 +1170,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.3.0/guides/building-a-360-image-gallery.html b/docs/1.3.0/guides/building-a-360-image-gallery.html index 0f76eb598..f4322f4bf 100644 --- a/docs/1.3.0/guides/building-a-360-image-gallery.html +++ b/docs/1.3.0/guides/building-a-360-image-gallery.html @@ -1181,7 +1181,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene. We can also remix the Glitch.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.3.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.3.0/introduction/faq.html b/docs/1.3.0/introduction/faq.html index 1f5032462..7e241f0ef 100644 --- a/docs/1.3.0/introduction/faq.html +++ b/docs/1.3.0/introduction/faq.html @@ -1169,7 +1169,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.3.0/introduction/hosting-and-publishing.html b/docs/1.3.0/introduction/hosting-and-publishing.html
index e26b220e3..6d36a9934 100644
--- a/docs/1.3.0/introduction/hosting-and-publishing.html
+++ b/docs/1.3.0/introduction/hosting-and-publishing.html
@@ -1171,7 +1171,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.3.0/introduction/html-and-primitives.html b/docs/1.3.0/introduction/html-and-primitives.html
index 64ad3be3f..2593d6397 100644
--- a/docs/1.3.0/introduction/html-and-primitives.html
+++ b/docs/1.3.0/introduction/html-and-primitives.html
@@ -1173,7 +1173,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.3.0/introduction/installation.html b/docs/1.3.0/introduction/installation.html index 000923dfb..0aa0c0b95 100644 --- a/docs/1.3.0/introduction/installation.html +++ b/docs/1.3.0/introduction/installation.html @@ -1172,7 +1172,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.3.0/introduction/javascript-events-dom-apis.html b/docs/1.3.0/introduction/javascript-events-dom-apis.html
index 791032a28..a75dc8581 100644
--- a/docs/1.3.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.3.0/introduction/javascript-events-dom-apis.html
@@ -1176,7 +1176,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.3.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.3.0/introduction/visual-inspector-and-dev-tools.html
index 3d7db048f..276f851d9 100644
--- a/docs/1.3.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.3.0/introduction/visual-inspector-and-dev-tools.html
@@ -1184,7 +1184,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.4.0/components/animation.html b/docs/1.4.0/components/animation.html
index bf7656dbe..056b9dcd5 100644
--- a/docs/1.4.0/components/animation.html
+++ b/docs/1.4.0/components/animation.html
@@ -1188,7 +1188,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/1.4.0/core/asset-management-system.html b/docs/1.4.0/core/asset-management-system.html index eb8a2bd64..0968941d3 100644 --- a/docs/1.4.0/core/asset-management-system.html +++ b/docs/1.4.0/core/asset-management-system.html @@ -1187,7 +1187,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.4.0/core/entity.html b/docs/1.4.0/core/entity.html index faef7ea42..e158adb04 100644 --- a/docs/1.4.0/core/entity.html +++ b/docs/1.4.0/core/entity.html @@ -1175,7 +1175,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.4.0/core/mixins.html b/docs/1.4.0/core/mixins.html index 8cb184a06..127a128e3 100644 --- a/docs/1.4.0/core/mixins.html +++ b/docs/1.4.0/core/mixins.html @@ -1181,7 +1181,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.4.0/core/utils.html b/docs/1.4.0/core/utils.html index 1722d27a4..4a105abdf 100644 --- a/docs/1.4.0/core/utils.html +++ b/docs/1.4.0/core/utils.html @@ -1170,7 +1170,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.4.0/guides/building-a-360-image-gallery.html b/docs/1.4.0/guides/building-a-360-image-gallery.html index 4557b086e..777f4b38e 100644 --- a/docs/1.4.0/guides/building-a-360-image-gallery.html +++ b/docs/1.4.0/guides/building-a-360-image-gallery.html @@ -1181,7 +1181,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene. We can also remix the Glitch.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.4.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.4.0/introduction/faq.html b/docs/1.4.0/introduction/faq.html index 8cb9bc9c9..e96bbdbfe 100644 --- a/docs/1.4.0/introduction/faq.html +++ b/docs/1.4.0/introduction/faq.html @@ -1169,7 +1169,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.4.0/introduction/hosting-and-publishing.html b/docs/1.4.0/introduction/hosting-and-publishing.html
index 88f50c39f..de24b1198 100644
--- a/docs/1.4.0/introduction/hosting-and-publishing.html
+++ b/docs/1.4.0/introduction/hosting-and-publishing.html
@@ -1171,7 +1171,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.4.0/introduction/html-and-primitives.html b/docs/1.4.0/introduction/html-and-primitives.html
index 09d3060c5..cc5defd87 100644
--- a/docs/1.4.0/introduction/html-and-primitives.html
+++ b/docs/1.4.0/introduction/html-and-primitives.html
@@ -1173,7 +1173,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.4.0/introduction/installation.html b/docs/1.4.0/introduction/installation.html index a7298c580..b0e8a725b 100644 --- a/docs/1.4.0/introduction/installation.html +++ b/docs/1.4.0/introduction/installation.html @@ -1172,7 +1172,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.4.0/introduction/javascript-events-dom-apis.html b/docs/1.4.0/introduction/javascript-events-dom-apis.html
index 591478a2a..8970ad034 100644
--- a/docs/1.4.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.4.0/introduction/javascript-events-dom-apis.html
@@ -1176,7 +1176,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.4.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.4.0/introduction/visual-inspector-and-dev-tools.html
index c0f84952e..b5f514c67 100644
--- a/docs/1.4.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.4.0/introduction/visual-inspector-and-dev-tools.html
@@ -1184,7 +1184,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.5.0/components/animation.html b/docs/1.5.0/components/animation.html
index fae60000a..2962bfb9e 100644
--- a/docs/1.5.0/components/animation.html
+++ b/docs/1.5.0/components/animation.html
@@ -1202,7 +1202,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/1.5.0/core/asset-management-system.html b/docs/1.5.0/core/asset-management-system.html index 0ab82d22c..8c0046931 100644 --- a/docs/1.5.0/core/asset-management-system.html +++ b/docs/1.5.0/core/asset-management-system.html @@ -1201,7 +1201,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.5.0/core/entity.html b/docs/1.5.0/core/entity.html index e7b43a63f..4c84ce019 100644 --- a/docs/1.5.0/core/entity.html +++ b/docs/1.5.0/core/entity.html @@ -1189,7 +1189,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.5.0/core/mixins.html b/docs/1.5.0/core/mixins.html index 36735c418..d00d1772e 100644 --- a/docs/1.5.0/core/mixins.html +++ b/docs/1.5.0/core/mixins.html @@ -1195,7 +1195,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.5.0/core/utils.html b/docs/1.5.0/core/utils.html index 4ac521f01..7d2a93794 100644 --- a/docs/1.5.0/core/utils.html +++ b/docs/1.5.0/core/utils.html @@ -1184,7 +1184,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.5.0/guides/building-a-360-image-gallery.html b/docs/1.5.0/guides/building-a-360-image-gallery.html index ec2f1fc5d..53b725a6b 100644 --- a/docs/1.5.0/guides/building-a-360-image-gallery.html +++ b/docs/1.5.0/guides/building-a-360-image-gallery.html @@ -1195,7 +1195,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Quest, Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.5.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.5.0/introduction/faq.html b/docs/1.5.0/introduction/faq.html index 6f5580b60..41b0af79d 100644 --- a/docs/1.5.0/introduction/faq.html +++ b/docs/1.5.0/introduction/faq.html @@ -1183,7 +1183,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.5.0/introduction/hosting-and-publishing.html b/docs/1.5.0/introduction/hosting-and-publishing.html
index c4fbf8959..6606d5e9c 100644
--- a/docs/1.5.0/introduction/hosting-and-publishing.html
+++ b/docs/1.5.0/introduction/hosting-and-publishing.html
@@ -1185,7 +1185,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.5.0/introduction/html-and-primitives.html b/docs/1.5.0/introduction/html-and-primitives.html
index b63ef8fd4..34cd0ff1c 100644
--- a/docs/1.5.0/introduction/html-and-primitives.html
+++ b/docs/1.5.0/introduction/html-and-primitives.html
@@ -1187,7 +1187,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.5.0/introduction/installation.html b/docs/1.5.0/introduction/installation.html index 0ae0c551e..bfb5e20c5 100644 --- a/docs/1.5.0/introduction/installation.html +++ b/docs/1.5.0/introduction/installation.html @@ -1186,7 +1186,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.5.0/introduction/javascript-events-dom-apis.html b/docs/1.5.0/introduction/javascript-events-dom-apis.html
index ea5532cf9..04357b7e2 100644
--- a/docs/1.5.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.5.0/introduction/javascript-events-dom-apis.html
@@ -1190,7 +1190,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.5.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.5.0/introduction/visual-inspector-and-dev-tools.html
index 511460e41..9c9553e05 100644
--- a/docs/1.5.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.5.0/introduction/visual-inspector-and-dev-tools.html
@@ -1198,7 +1198,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/1.6.0/components/animation.html b/docs/1.6.0/components/animation.html
index aa93603a3..96f84e51b 100644
--- a/docs/1.6.0/components/animation.html
+++ b/docs/1.6.0/components/animation.html
@@ -1204,7 +1204,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/1.6.0/core/asset-management-system.html b/docs/1.6.0/core/asset-management-system.html index 7cd737108..1d62bd335 100644 --- a/docs/1.6.0/core/asset-management-system.html +++ b/docs/1.6.0/core/asset-management-system.html @@ -1203,7 +1203,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/1.6.0/core/entity.html b/docs/1.6.0/core/entity.html index 6f0a8fa9c..81a2a41b2 100644 --- a/docs/1.6.0/core/entity.html +++ b/docs/1.6.0/core/entity.html @@ -1191,7 +1191,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/1.6.0/core/mixins.html b/docs/1.6.0/core/mixins.html index 561ef948a..852228343 100644 --- a/docs/1.6.0/core/mixins.html +++ b/docs/1.6.0/core/mixins.html @@ -1197,7 +1197,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/1.6.0/core/utils.html b/docs/1.6.0/core/utils.html index 36f0be98b..141019285 100644 --- a/docs/1.6.0/core/utils.html +++ b/docs/1.6.0/core/utils.html @@ -1186,7 +1186,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/1.6.0/guides/building-a-360-image-gallery.html b/docs/1.6.0/guides/building-a-360-image-gallery.html index f2d478641..dab2dd631 100644 --- a/docs/1.6.0/guides/building-a-360-image-gallery.html +++ b/docs/1.6.0/guides/building-a-360-image-gallery.html @@ -1197,7 +1197,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Quest, Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.6.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/1.6.0/introduction/faq.html b/docs/1.6.0/introduction/faq.html index 0c07ab72b..c189ec683 100644 --- a/docs/1.6.0/introduction/faq.html +++ b/docs/1.6.0/introduction/faq.html @@ -1185,7 +1185,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/1.6.0/introduction/hosting-and-publishing.html b/docs/1.6.0/introduction/hosting-and-publishing.html
index f009bce25..a1419af84 100644
--- a/docs/1.6.0/introduction/hosting-and-publishing.html
+++ b/docs/1.6.0/introduction/hosting-and-publishing.html
@@ -1187,7 +1187,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/1.6.0/introduction/html-and-primitives.html b/docs/1.6.0/introduction/html-and-primitives.html
index 08d37086a..a2b160b18 100644
--- a/docs/1.6.0/introduction/html-and-primitives.html
+++ b/docs/1.6.0/introduction/html-and-primitives.html
@@ -1189,7 +1189,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/1.6.0/introduction/installation.html b/docs/1.6.0/introduction/installation.html index 1c3eeee6a..696277015 100644 --- a/docs/1.6.0/introduction/installation.html +++ b/docs/1.6.0/introduction/installation.html @@ -1188,7 +1188,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/1.6.0/introduction/javascript-events-dom-apis.html b/docs/1.6.0/introduction/javascript-events-dom-apis.html
index 27b55c800..b33c8fd10 100644
--- a/docs/1.6.0/introduction/javascript-events-dom-apis.html
+++ b/docs/1.6.0/introduction/javascript-events-dom-apis.html
@@ -1192,7 +1192,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/1.6.0/introduction/visual-inspector-and-dev-tools.html b/docs/1.6.0/introduction/visual-inspector-and-dev-tools.html
index 3a763af16..19a30bb7e 100644
--- a/docs/1.6.0/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/1.6.0/introduction/visual-inspector-and-dev-tools.html
@@ -1200,7 +1200,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
diff --git a/docs/master/components/animation.html b/docs/master/components/animation.html
index 7183bb721..4a9f93007 100644
--- a/docs/master/components/animation.html
+++ b/docs/master/components/animation.html
@@ -1209,7 +1209,7 @@ Read more below for additional options and discovering how to properly animate
different types of values.
A-Frame Inspector
-
+
What is Virtual Reality?
API
Properties
<a-scene light="defaultLightsEnabled: false"> |
All light types support a few basic properties:
<a-entity geometry="primitive: box" material="color: red"></a-entity> |
The text component renders signed distance field (SDF) font text.
- +Note that rendering text in 3D is hard. In 2D web development, text is the most basic thing because the browser’s renderer and layout engine handle diff --git a/docs/master/core/asset-management-system.html b/docs/master/core/asset-management-system.html index e91c81151..7060770bf 100644 --- a/docs/master/core/asset-management-system.html +++ b/docs/master/core/asset-management-system.html @@ -1208,7 +1208,7 @@
The scene won’t render or initialize until the browser fetches (or errors out) all the assets or the asset system reaches the timeout.
- +We can define our assets in <a-assets>
and point to those assets from our
entities using selectors:
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
- +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 diff --git a/docs/master/core/entity.html b/docs/master/core/entity.html index 005259736..5c95b826f 100644 --- a/docs/master/core/entity.html +++ b/docs/master/core/entity.html @@ -1196,7 +1196,7 @@
In A-Frame, entities are inherently attached with the position, rotation, and scale components.
- +Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
diff --git a/docs/master/core/mixins.html b/docs/master/core/mixins.html index d53266b0b..a245f2cfb 100644 --- a/docs/master/core/mixins.html +++ b/docs/master/core/mixins.html @@ -1202,7 +1202,7 @@<a-entity material="color: red" geometry="primitive: box"></a-entity> |
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example:
<a-scene> |
webxr
system<a-scene> |
For example, the camera system manages all entities with the camera component, controlling which camera is the active camera.
- +A system is registered similarly to a component.
If the system name matches a component name, then the component will have a diff --git a/docs/master/core/utils.html b/docs/master/core/utils.html index 1dd3e82b5..4cfb08cfc 100644 --- a/docs/master/core/utils.html +++ b/docs/master/core/utils.html @@ -1191,7 +1191,7 @@
A-Frame’s utility modules are public through AFRAME.utils
.
AFRAME.utils.coordinates
Module for handling vec3 and vec4 types.
.isCoordinates (value)
Tests whether a string is a vec3 or vec4.
diff --git a/docs/master/guides/building-a-360-image-gallery.html b/docs/master/guides/building-a-360-image-gallery.html index bd353c2fb..ea405da02 100644 --- a/docs/master/guides/building-a-360-image-gallery.html +++ b/docs/master/guides/building-a-360-image-gallery.html @@ -1202,7 +1202,7 @@Not to say 360° images are at all a focus use case of A-Frame, but it makes for an easy example that has a lot of demand as an early use case on the Web.
- +This is the starting point for our scene.
<a-scene> |
Remix the Basic Guide example on Glitch.
- +We start out with a minimal HTML structure:
<html> |
Let’s build a basic Minecraft (voxel builder) demo that targets room scale VR with controllers (e.g., Quest, Vive, Rift). The example will be minimally usable on mobile and desktop.
- +We’ll start off with this skeleton HTML:
<script src="https://aframe.io/releases/1.6.0/aframe.min.js"></script> |
A well-known game engine implementing ECS is Unity. Although there are pain points in cross-entity communication, we’ll see how A-Frame, the DOM, and declarative HTML really make ECS shine.
- +A basic definition of ECS involves:
diff --git a/docs/master/introduction/faq.html b/docs/master/introduction/faq.html index 90afae031..db8157658 100644 --- a/docs/master/introduction/faq.html +++ b/docs/master/introduction/faq.html @@ -1190,7 +1190,7 @@A-Frame can achieve native-like latency and framerate with proper browsers
(e.g., Firefox with WebVR). For example, A-Painter is Tilt
diff --git a/docs/master/introduction/hosting-and-publishing.html b/docs/master/introduction/hosting-and-publishing.html
index 0e13671eb..7944b642d 100644
--- a/docs/master/introduction/hosting-and-publishing.html
+++ b/docs/master/introduction/hosting-and-publishing.html
@@ -1192,7 +1192,7 @@ This section will show several ways to deploy, host, and publish an A-Frame
site and its assets onto the Web for the world to see. There are many free services to deploy and host a site. We’ll go over some of
the more easy or popular options, but there are certainly other options such
diff --git a/docs/master/introduction/html-and-primitives.html b/docs/master/introduction/html-and-primitives.html
index 4b0d63d79..4c63e69e9 100644
--- a/docs/master/introduction/html-and-primitives.html
+++ b/docs/master/introduction/html-and-primitives.html
@@ -1194,7 +1194,7 @@
Publishing a Site
their relation to the entity-component framework. If you’re looking for a guide
on using HTML and primitives, check out the Building a Basic Scene
guide.
A-Frame is based on top of HTML and the DOM using a polyfill for Custom Elements. HTML is the building block of the Web, providing one of the diff --git a/docs/master/introduction/installation.html b/docs/master/introduction/installation.html index 9b0ec4d29..9ae164a21 100644 --- a/docs/master/introduction/installation.html +++ b/docs/master/introduction/installation.html @@ -1193,7 +1193,7 @@
This installation section offers several ways to get started with A-Frame, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript.
- +The fastest way is to start playing from within the browser.
In the 2D Web, input and interactions are handled through browser
events (e.g., click
, mouseenter
, mouseleave
, touchstart
,
diff --git a/docs/master/introduction/javascript-events-dom-apis.html b/docs/master/introduction/javascript-events-dom-apis.html
index 84da1a261..2175e2a02 100644
--- a/docs/master/introduction/javascript-events-dom-apis.html
+++ b/docs/master/introduction/javascript-events-dom-apis.html
@@ -1197,7 +1197,7 @@
Every element in the scene, even elements such as <a-box>
or <a-sky>
, are entities (represented as <a-entity>
). A-Frame modifies the HTML element prototype to add some extra behavior for certain DOM APIs to tailor them to
A-Frame. See the Entity API documentation for reference on most of
the APIs discussed below.
Important: Before we go over the different ways to use JavaScript and DOM
APIs, we prescribe encapsulating your JavaScript code within A-Frame
diff --git a/docs/master/introduction/visual-inspector-and-dev-tools.html b/docs/master/introduction/visual-inspector-and-dev-tools.html
index ae9431777..223cc0add 100644
--- a/docs/master/introduction/visual-inspector-and-dev-tools.html
+++ b/docs/master/introduction/visual-inspector-and-dev-tools.html
@@ -1205,7 +1205,7 @@ We’ll go over GUI tools built on top of A-Frame that can be used without code.
And touch on other tools that can ease development across multiple machines. The A-Frame Inspector is a visual tool for inspecting and tweaking
scenes. With the Inspector, we can: Virtual reality (VR) is a technology that uses head-mounted headsets with
displays to generate the realistic images, sounds, and other sensations to put
A-Frame Inspector
-
+
What is Virtual Reality?