What do I do?
- VR / AR
- Touchscreens
- Mobile Apps / Games
- 3D Printing / Electronics
- Arduino / Raspberry Pi
Now
- Nightly
- Microsoft Edge
- Chromium
- Android Chrome
- Samsung Internet
- Oculus Carmel
- JS polyfill for others
Compatibility
OS |
Browser |
Polyfill |
WebVR |
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Edge |
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Nightly |
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Firefox |
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Safari |
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Chrome |
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Firefox |
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Samsung |
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Projects Today
- 360 Degree Video
- Architecture
- Real Estate
- Training
- E-Commerce
- Installations
- Social VR / AR
- Expo Booths
- Light Experiences
- Mobile Gaming
Projects Tomorrow
- Premium Experiences
- Navigation
- AI in VR / AR
- Telepresence
A-Frame
A WebVR framework by our friends at Mozilla
Features
- HTML Markup and JS for VR content in browser
- Leverages existing web workflows and tools
- Uses THREE.js under the hood
- Unity-like framework
- Easy to use inspector / debug tools
Support
- WebGL / WebVR
- Desktop to mobile responsive interface
- HTML5 positional audio
- 2D and 3D Animation
- HTC Vive and Oculus Controllers
- Fully exposes Three.js features
Components
- Physics
- 3D Text
- 360 Degree
- Hand Tracking
- Shaders
- Motion Capture
- Real-time Shadows
- Particles
- Multiplayer
- Animation
- OBJ, DAE, PLY support
- GLTF support
Decentraland Editor
View Demo
Multiplayer Scene Editor
CTRL+ALT+i toggle editor/preview mode
Minecraft Demo
View Demo
Multiplayer controls
WASD keys to move, click to place blocks
UX in VR
- Locomotion
- Object interaction
- Leading the user
- Golden rules
Locomotion
- Limited input methods
- Google Cardboard 1-button
- Google Daydream Controller
- Gamepad
- Keyboard & Mouse
- Oculus / Vive Controls
Locomotion
Cursor Controls
- Gaze or button based interaction
- Optimal fuze time needed
- Works on desktop / mobile
Locomotion
Hand Controls
- Precision Controls
- Manipulation & Navigation
- Desktop Only
Locomotion
Teleport Navigation Example
Leading the User
- Audio Cues
- Visual Cues
- Non Player Characters
Visual Cues
Responsiveness & Indication
Golden Rules
Several rules for providing the best experience without causing nausea / disorientation.
Do's
- User retains control always
- Physics shouldn't affect user
- Viewport should remain clear
- Use first person model
- Represent physical controllers 1:1
Dont's
- Shake the camera
- Rapidly spin the user
- Place objects too close to face
- Use arms on player model
Golden Rules
- Guidelines, rather than actual rules
- Check your assumptions
- Test on actual people!
Practical
Welcome to A-Frame School