Extensible movement/rotation/hotkey controls, with support for a variety of input devices.
- movement-controls: 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.
- checkpoint-controls: Move to checkpoints created with the
checkpoint
component. Not included by default withmovement-controls
, but may be added as shown in examples. - nipple-controls: Virtual joysticks for rotation and movement on touch devices. This is using the nipplejs library.
For the Cardboard button, this was tested and working on both Chrome Android and Safari iPhone with aframe 1.4.2.
On iPhone you need ≤a-scene vr-mode-ui="cardboardModeEnabled:true">
for the VR button to show up.
On Chrome Android you also need the cardboardModeEnabled:true
option but this is to register the selectstart/selectend event listener to properly use the Cardboard button.
Be aware that the selectstart/selectend event listener has the side effect to move forward when you press the trigger button with VR controllers.
The movement-controls
component requires the use of a camera "rig" wrapping the camera element. The rig may be assigned any position within your scene, and should be placed at ground level. The camera should only have height offset (used for devices without positional tracking) such as 0 1.6 0
.
Basic movement:
<a-entity id="rig"
movement-controls
position="25 0 25">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true"></a-entity>
</a-entity>
With checkpoints, and other input methods disabled:
<a-entity id="rig"
movement-controls="controls: checkpoint"
checkpoint-controls="mode: animate">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
</a-entity>
</a-entity>
With gamepad, keyboard and nipple controls with virtual joysticks:
<a-entity id="rig"
movement-controls="controls: gamepad,keyboard,nipple"
nipple-controls="mode: static">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
</a-entity>
</a-entity>
The default for nipple-controls
is two joysticks and dynamic
mode (joysticks hidden, not on fixed position).
The static
(joysticks visible, fixed position) and semi
modes are also supported.
If you only want the joystick for movement on the right, you can use:
nipple-controls="mode: static; lookJoystickEnabled: false; moveJoystickPosition: right"
With navigation mesh:
<a-entity id="rig" movement-controls="constrainToNavMesh: true">
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true">
</a-entity>
</a-entity>
With physics-based movement.
WARNING Using physics for movement is unstable and performs poorly. When preventing players from passing through obstacles, use a navigation mesh instead whenever possible.
<a-entity id="rig" movement-controls kinematic-body>
<a-entity camera
position="0 1.6 0"
look-controls="pointerLockEnabled: true"></a-entity>
</a-entity>
Property | Default | Description |
---|---|---|
enabled | true | Enables/disables movement controls. |
controls | gamepad, keyboard, touch | Ordered list of controls to be injected. |
speed | 0.3 | Movement speed. |
fly | false | Whether vertical movement is enabled. |
constrainToNavMesh | false | Whether to use navigation system to clamp movement. |
camera | [camera] | Camera element used for heading of the camera rig. |
- The
movement-controls
component emits amoved
event on the entity with evt.detail.velocity (vec3).
To implement your custom controls, define a component and override one or more methods:
Method | Type | Required |
---|---|---|
isVelocityActive() : boolean | Movement | Yes |
getVelocityDelta(deltaMS : number) : THREE.Vector3 | Movement | No |
getPositionDelta(deltaMS : number) : THREE.Vector3 | Movement | No |
Example:
AFRAME.registerComponent('custom-controls', {
isVelocityActive: function () {
return Math.random() < 0.25;
},
getPositionDelta: function () {
return new THREE.Vector3(1, 0, 0);
}
});
I've written standalone components for several other control components. These do not work with movement-controls
, and are older and less well maintained.
- gamepad-controls: A more advanced standalone gamepad controller than the version in this package.
- keyboard-controls: A more advanced standalone keyboard controller than the version in this package.
Connect input devices from your desktop to your mobile phone with WebRTC, using ProxyControls.js.