Player Rig
Built In
The player rig is pre-configured and ready to go in dlux boilerplates. You don't need to do anything to make it work.
Install
If you are starting from scratch and would like to build the player rig, you will need:
- Controls in A-Frame Extras by Don McCurdy (GitHub Source)
- Pathfinding in A-Frame Extras by Don McCurdy (GitHub Source)
- A-Frame Teleport Controls by Fernando Serrano (GitHub Source)
- A-Frame AABB Collider by Kevin Ngo (GitHub Source)
- Super Hands by Will Murphy (GitHub Source)
- Networked A-Frame by Hayden Lee (GitHub Source)
html
<html>
<head>
<script src="https://rawgit.com/donmccurdy/aframe-extras/master/dist/aframe-extras.js"></script>
<script src="https://rawgit.com/fernandojsg/aframe-teleport-controls/master/dist/aframe-teleport-controls.min.js"></script>
<script src="https://unpkg.com/aframe-aabb-collider-component@^2.2.1/dist/aframe-aabb-collider-component.min.js"></script>
<script src="https://rawgit.com/wmurphyrd/aframe-super-hands-component/master/dist/super-hands.min.js"></script>
<script src="https://unpkg.com/networked-aframe@^0.6.0/dist/networked-aframe.min.js"></script>
</head>
Setup
You can think of the player as a body that moves throughout the world and has a camera for a head.
- Use
movement-controls
, a Collection of locomotion controls, which can switch between input devices as they become active. Automatically includes the following components:- keyboard-controls: WASD + arrow controls for movement, and more.
- touch-controls: Touch screen (or Cardboard button) to move forward.
- gamepad-controls: Gamepad-based rotation and movement.
- trackpad-controls: Trackpad-based movement.
html
<body>
<a-scene>
<a-entity id="player"
position="0 0 0"
movement-controls="constrainToNavMesh: true">
<a-entity camera id="head"
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
<a-cursor nav-pointer
raycaster="objects: [nav-mesh]">
</a-cursor>
</a-entity>
</a-entity>
</a-scene>
</body>
</html>
- Create a floor for the player using
nav-mesh
, covered in detail here: Navmesh
html
<a-scene>
<a-entity gltf-model="navmesh.gltf" nav-mesh></a-entity>
...
- Add controller support for Oculus Rift, HTC Vive, and Gear VR with
laser-controls
andteleport-controls
html
<body>
<a-scene>
<a-entity gltf-model="navmesh.gltf" nav-mesh></a-entity>
<a-entity id="player"
position="0 0 0"
movement-controls="constrainToNavMesh: true">
<a-entity camera id="head"
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
<a-cursor nav-pointer
raycaster="objects: [nav-mesh]"></a-cursor>
</a-entity>
<a-entity laser-controls="hand: left;"
teleport-controls="button: trigger; collision-entities: [nav-mesh]; cameraRig: #rig; teleportOrigin: [camera];"></a-entity>
<a-entity laser-controls="hand: right;"
teleport-controls="button: trigger; collision-entities: [nav-mesh]; cameraRig: #rig; teleportOrigin: [camera];" ></a-entity>
</a-entity>
</a-scene>
</body>
</html>
- Include the script for
nav-pointer
in the page head
html
<head>
...
<script>
AFRAME.registerComponent('nav-pointer', {
init: function () {
const el = this.el;
// On click, send the NPC to the target location.
el.addEventListener('click', (e) => {
const ctrlEl = el.sceneEl.querySelector('[nav-agent]');
ctrlEl.setAttribute('nav-agent', {
active: true,
destination: e.detail.intersection.point
});
});
// When hovering on the nav mesh, show a green cursor.
el.addEventListener('mouseenter', () => {
el.setAttribute('material', {color: 'green'});
});
el.addEventListener('mouseleave', () => {
el.setAttribute('material', {color: 'crimson'})
});
// Refresh the raycaster after models load.
el.sceneEl.addEventListener('object3dset', () => {
this.el.components.raycaster.refreshObjects();
});
}
});
</script>
</head>
- Add AABB Collider to the player to collide (in this case the class
.box
)
html
<a-entity id="player"
movement-controls="constrainToNavMesh: true"
position="7 0 -18"
aabb-collider="objects: .box"
networked="template:#player-template;attachTemplateToLocal:true;">
- Add Super Hands to the controls to grab (in this case primitives
a-box
)
html
<a-entity laser-controls="hand: left;"
sphere-collider="objects: a-box" super-hands
teleport-controls="button: trigger; collision-entities: [nav-mesh]; cameraRig: #rig; teleportOrigin: [camera];">
</a-entity>
<a-entity laser-controls="hand: right;"
sphere-collider="objects: a-box" super-hands
teleport-controls="button: trigger; collision-entities: [nav-mesh]; cameraRig: #rig; teleportOrigin: [camera];" >
</a-entity>
- Add Networked A-Frame Templates
- Templates are defined in
<a-assets>
html
<a-assets>
<!-- Templates -->
<!-- Player -->
<template id="player-template">
<a-entity>
<a-entity class="nametag" look-at="#player" text="value: Hello World; align:center;" position="0 2.5 0" rotation="0 180 0" scale="8 8 8">
</a-entity>
</a-entity>
</template>
<!-- Head -->
<template id="head-template">
<a-entity class="avatar" networked-audio-source>
<a-sphere class="head"
color="#ffffff"
scale="0.45 0.5 0.4">
</a-sphere>
<a-entity class="face"
position="0 0.05 0">
<a-sphere class="eye"
color="#efefef"
position="0.16 0.1 -0.35"
scale="0.12 0.12 0.12">
<a-sphere class="pupil"
color="#000"
position="0 0 -1"
scale="0.2 0.2 0.2">
</a-sphere>
</a-sphere>
<a-sphere class="eye"
color="#efefef"
position="-0.16 0.1 -0.35"
scale="0.12 0.12 0.12">
<a-sphere class="pupil"
color="#000"
position="0 0 -1"
scale="0.2 0.2 0.2">
</a-sphere>
</a-sphere>
</a-entity>
</a-entity>
</template>
<!-- Hand -->
<template id="hand-template">
<a-entity>
<a-box scale="0.1 0.1 0.1"></a-box>
</a-entity>
</template>
</a-assets>
- declare templates on the player rig
html
<a-entity id="player"
movement-controls="constrainToNavMesh: true"
position="7 0 -18"
networked="template:#player-template;attachTemplateToLocal:true;">
<a-entity camera id="head"
position="0 1.6 0"
look-controls="pointerLockEnabled: true"
networked="template:#head-template;attachTemplateToLocal:false;">