
Discover how A-frame, an open source web framework for building VR experiences, is maintained by Mozilla and the WebVR community, using an entity-component system with WebGL for cross-device VR.
Install a-frame with a script tag and an a-scene in your html file, then run a local server with Brackets’ live preview for WebVR testing and SSL when online.
Explore A-Frame primitives and HTML attributes to create and edit basic shapes like a box and cylinder, adjust color and size, and navigate the scene with camera and WASC keys.
Explore positioning in A-Frame by moving 3D objects with the position component, and apply relative positioning through parent-child relationships to align objects in world space with a green panel.
Explore the rotation component, how child entities inherit rotation, and how standard and relative rotation work around the x, y, and z axes in degrees.
Use the scale component to stretch or shrink entities along x, y, and z axes, and learn how rotations reorient these axes, relative scale, and reflections from negative scale.
Learn to apply image textures and normal maps to A-Frame objects, control roughness and reflections, reuse assets with the asset management system, and create realistic metal and brick surfaces.
Master image and curved image primitives in a-frame, ensuring undistorted textures by converting pixels to meters and using precise width, height, and arc calculations for a 3-image layout.
Break primitives down by turning entities into shapes with geometry and material components. See how primitives map to entities and components, and experiment with a box, cylinder, and texture.
Create ground by adding a plane with a light gray material. Rotate -90 on X, scale to 10x10 meters, apply techstars.com texture with a normal map, 5x repeats, roughness unchanged.
Learn to design immersive WebVR scenes with A-Frame by customizing sky and ground, creating a seamless horizon, and loading 360° panorama images for engaging VR experiences.
Customize the camera in a frame using the camera primitive, adjusting height and ground alignment. Manage multiple cameras for VR and desktop modes and set the active camera.
Learn how to load and display 3d models in a-frame, preload models from the assets folder, attach models to entities, apply textures, and troubleshoot asset renaming and path issues.
Animate objects in a-frame by manipulating position, rotation, scale, and material properties using the animation element, dot syntax, durations, easing, and looping, including orbiting and nested parent-child setups.
Add and customize lights in an A-Frame scene, including ambient, directional, point, and spotlight, then enable cast and receive shadows with the shadow component and adjust intensity, distance, and penumbra.
Explore the A-Frame inspector to place and tweak lights in 3D space with precision, using ambient, directional, point, and spotlight components, while visualizing updates in real time.
Use the cursor primitive and cursor component to enable synthetic, gaze-based and controller-based interactions in your a-frame scenes, attaching the cursor to the camera and customizing its shape and color.
Master the event-set component in A-frame to handle synthetic events and drive interactive changes across boxes, including color, visibility, and position using mouse enter, leave, and click.
Learn how to implement gaze-based interactions in A-Frame, using the fuse-based cursor, animation feedback, and synthetic click events to create responsive webVR experiences across desktop and mobile.
Learn how to use selective intersections in A-Frame to improve visual feedback and performance by testing only not-clickable vs clickable objects with the raycaster.
Explore controller-based interactions in a-frame webvr, using 3DoF and 6DoF controllers, the sabahans component, and progressive controls to create desktop gaze and mobile laser pointer interactions.
Explore interaction gestures in a-frame using super hands components to trigger clickable, graspable, and dragonball reaction components. Enable grabbing, dragging, and color-changing actions in 3d scenes.
Explore physics and collisions in an A-Frame app by wiring up dynamic and static bodies, adjusting gravity, restitution, damping, mass, and custom body shapes to create interactive, realistic scenes.
Explore how to implement sound and positional audio in a-frame, including preloading audio, attaching sound components to scene objects, and controlling volume and distance-based attenuation for immersive VR audio.
Learn to display and control video within an A-Frame scene by using a video element and an a-video primitive with play/pause controls, including a simple JavaScript component to toggle playback.
Learn how to display 360° video in an A-Frame scene using a video sphere, rotate the view, and align the camera at the origin for an immersive WebVR experience.
Learn to display stereoscopic images in A-Frame to create depth by rendering separate left-eye and right-eye images with the stereo component, installed via browser file or npm.
Enable anti aliasing in your A-frame scene by using the a.l attribute to remove jagged edges and improve 3D visuals, while testing performance on various devices.
Enhance Web VR interactions with semantic animation to create smooth, context-preserving transitions between object states using the event-set component, and changes in scale, color, and position.
Create semantic animations in A-Frame using the animation component with HTML, applying color, scale, and position changes via start events, durations, and easing.
Learn to render interactive text in A-Frame using the text component, control alignment, size, and font, then enable cursor interactions with a plane geometry and color-animated feedback.
Apply the look at component in A-Frame to have objects face the camera, addressing perspective distortion and preserving readability and immersion as the user moves.
Explore the pros and cons of artificial locomotion in virtual reality, explain motion sickness and vestibular mismatch, and learn space-based design, semantic animations, and gaze- or controller-based interactions.
Learn how to implement smooth artificial locomotion in A-Frame, customize movement with the W A S C or arrow keys, and apply friction and acceleration settings to reduce motion sickness in VR.
Explore the movement controls component in A-Frame, enabling smooth locomotion with keyboard, trackpad, and gamepad inputs. Attach it to a camera rig and adjust speed for comfortable VR navigation.
Define traversable areas and obstacles with a navigation mesh using the frame inspector plugin, and tweak cell size and height. Export, load, attach, and align the camera with the mesh.
Show how dynamic field of view reduction lowers motion sickness by narrowing peripheral vision with a vignette during motion, paired with smooth locomotion and controller-driven interaction.
Explore on-rails locomotion for webvr, moving between checkpoints with offset settings to reach precise positions, while ensuring the UI faces the camera for immersive navigation.
Apply on-rails dynamic fov reduction in aframe using vignette images to curb motion sickness, and control vignette position via navigation start, events, and animation components in vr mode.
Explore instant and blink teleportation in A-Frame WebVR, using checkpoint controls for instant movement and a blink transition for slower navigation, with event-driven animation and JavaScript tooling.
Learn to implement free teleport locomotion in A-Frame using the teleport controls component, with a camera rig as the center. Use a navigation mesh to avoid obstacles and improve immersion.
Learn how to register components in A-Frame to control entities programmatically, and encapsulate your logic in dedicated components with lifecycle handlers that run after the scene attaches.
Register a reusable a-frame component using the init handler to randomly change the color of boxes on click, demonstrating modular event-driven control of entities.
Learn to use the schema to define custom component properties and target other entities with a query selector, enabling click-driven color changes in A-Frame scenes.
Explore how the update handler in a frame enables dynamic changes to the colorize component properties, such as unclick, by responding to user clicks and updating data.
Use the tick handler to update the red box color with animated colorize and synchronize the green box to match it, while blue and yellow boxes remain independently adjustable.
Register a blink teleportation component in A-Frame to enable camera moves to designated destinations via a Carstone component, and implement a transparent black image overlay with fade-in and fade-out animations.
Improve the blink teleportation component by using selective intersections to disable interactions at destinations and toggle visibility and clickability of entities.
Register a custom entity spawner component in A-Frame to spawn entities at the camera position on click, using three.js vectors for position and direction.
Register a multiple entities component in A-Frame and programmatically create five boxes with geometry, position, and material; align them on the ground and add hover interactions.
Explore distributing multiple entities along the x, y, and z axes with the Carstone component, using axis, direction, and gap controls to programmatically arrange aligned groups and test different layouts.
Learn how to test your A-Frame WebVR projects on mobile using glitch, upload assets, and troubleshoot simple path and asset issues before moving to local hosting.
Install npm and the http-server package, then start a local web server to test your A-Frame WebVR scene on a mobile device via the local IP address.
Set up a local web server and use ngrok to create a public tunnel for testing A-Frame WebVR on mobile, share links with clients, and understand security cautions.
*** NEWS 08 JUL 2023 ***
I have added the new Section 17 - Immersive Web Emulator to the course, which includes a 7-step tutorial about this useful tool developed by Meta Reality Labs to test your WebXR scenes without a physical XR device.
Moreover, the downloadable source code has been updated to the latest release v1.4.2 for the following lectures:
Lecture 43 "Why registering components"
Lecture 44 “The .init() handler”
Lecture 45 “Using the Schema”
Lecture 46 “The .update() handler”
Lecture 47 “The .tick() handler”
Lecture 48 "Blink teleportation component PART 1"
Lecture 49 "Blink teleportation component PART 2"
Lecture 50 "Entity spawner component"
Lecture 51 “Multiple entities component PART 1”
Lecture 52 “Multiple entities component PART 2”
*** INTRODUCTION ***
Welcome to my A-Frame course, where you will be learning how to create and test your first WebVR scenes on any device (Desktop and VR headsets) within a few hours!
Whatever area of design or development you work in, you have probably started getting your head around Virtual Reality for the Web (WebVR) and, if you haven't already, soon you will have to.
Indeed today the WebXR standard is incredibly well-supported on phones and desktop computers for almost all major headsets.
It’s clearly time for all creatives to get on board!
*** ABOUT ME ***
I am a designer with coding skills, and some of my WebVR works won awards in competitions and hackathons in April 2018 and March 2019.
April 2018
My entry "Epic Medieval Battle” was announced as one of the 3 winners achieving the 3rd place in the “WebVR Medieval Fantasy Experience Challenge”, the contest organised by Mozilla and Sketchfab.
March 2019
Working in team with an AR developer, we merged WebVR and AR technology for context-aware remote placement of content on 3D maps and real-time visualisation in the real world. Our project won the Community Vote Award at #SCAPEHACK 2019, the first hackathon organised by Scape Technologies in London.
If you want to keep an eye on my WebXR activity, you can follow me on Twitter: @theDart76
To view some of my WebXR works just visit my website (link in profile).
*** WHY TO ENROLL ***
This is the most complete and detailed A-Frame course you can find on Udemy, and its content is structured to introduce you to all the topics, from the most basic to the more advanced ones, in a logical progression.
In each lecture, I explain the concepts with practical examples, allowing you to see the theory in practice. If you would like to have an idea of my way of teaching, have a look at the preview videos: you can watch the first 1 hour and 20 minutes of content for free!
Most importantly, I created this course in September 2017, when A-Frame was on v0.7.x, and since then I have kept it updated adding new content and information. Therefore you will have the opportunity to learn what has changed with its next releases.
Last but not least, as you will find plenty of examples and chucks of code online (e.g. on Glitch, CodePen, Stack Overflow) this course will also allow you to understand why some projects and experiments created using older versions of A-Frame may not work correctly when using the latest release.
*** CONTENT ***
By enrolling in this A-Frame course, you will learn how to use the Mozilla web framework for building awesome cross-platform Virtual Reality experiences.
The course is structured to cover all the knowledge that you need to get started with A-Frame and be able to:
Understand the basic syntax
Transform the objects in your scene
Modify the virtual environment
Load and display 3D models
Use standard and semantic animation
Interact with the objects (on Desktop and XR headsets)
Use locomotion and teleportation
Modify the controls
Load and play audio and video
Compose and register components
Use JavaScript to control entities
Test WebVR scenes on any device
*** ADD-ONS ***
For each lecture, you will be provided with the full source code that you can freely use as a template for your own projects.
The course also includes some extra valuable resources to provide you with:
Web links to resources used in the lectures
Web links to FREE 3D models and 3D modeling software
Web links to VR-related websites
Finally, this A-Frame course will be continuously updated with new content, projects, and resources, so you can think of it as a subscription to a never-ending supply of A-Frame training!