A-Frame: The Easiest Way to Bring VR to the Web Today
Web developers around the world don’t need to go out and learn entirely new languages or a game engine like Unity or Unreal Engine to start developing virtual reality. There are various ways to start experimenting with VR on the web today and the A-Frame framework is one of the easiest ways to get started.
What is A-Frame?
A-Frame is an open source framework for creating WebVR experiences using custom HTML elements. These elements use three.js and WebGL to create VR-enabled elements in a scene, without requiring developers to learn lower level APIs such as WebGL in order to build simple experiences for VR.
The A-Frame team are striving to create an extensible VR web that allows developers to build competing APIs and ideas which, once widely adopted and established, can become part of a defined standard. This allows us to use new capabilities today via JavaScript frameworks and experimental browser builds, without needing to wait for a standard to be implemented and make its way into the browser.
Device Compatibility
The next — and very important — question most likely to be asked next would be “is A-Frame cross-browser compatible?”. Surprisingly, A-Frame experiences work well on a variety of platforms, with the 3D scene (without VR) being visible as a fallback as long as the browser is WebGL compatible. This means Chrome, Firefox, Edge and Opera all show an interactive 3D version of the experience for the desktop. For a VR experience, an Oculus Rift can be connected to WebVR enabled versions of some browsers to bring in VR compatibility (see links below under “What You’ll Need”).
In terms of smartphones, modern smartphones within the last two generations that run iOS and Android are best (iPhone 6 and up, Samsung Galaxy S6 and up, my HTC One M9 works well). Most of these also support virtual reality when inserted into a Google Cardboard headset, so VR-compatibility can actually be higher and easier to manage than trying to get VR working on your desktop!
What You’ll Need
To follow along and try out A-Frame yourself, you will need the following:
- For a basic non-VR experience — A WebGL enabled browser as mentioned above.
- For a desktop VR experience —
- A browser build with WebVR support such as the latest Chromium WebVR build or Firefox Nightly.
- An Oculus Rift headset (maybe the HTC Vive too, I haven’t been able to test this!).
- For a mobile VR experience —
- Most modern smartphones will be capable of at least showing the scene and allowing you to look around in a semi-VR view (one without the headset itself but where moving the phone moves your view around).
- A Google Cardboard or Gear VR headset.
Getting Started
To get started, head to A-Frame’s Getting Started page. The A-Frame team have provided various options for experimenting with A-Frame, including CodePen snippets, an npm build, a downloadable or CDN available JS file of the framework, and a boilerplate with HTML and a local dev server as a guide to best practice. To keep things as simple as possible, we will be downloading and working directly from the A-Frame boilerplate.
Extract the boilerplate wherever you prefer to have web projects on your system. It does not necessarily need to be running on a local web server. The boilerplate uses A-Frame from their CDN, so it is mainly the index.html
file that we are after. The package.json
provides an npm based local web server for testing, we will use this in this article — however, it is not necessary to test this out.
Running Our Local Server
As mentioned above, the A-Frame Boilerplate comes with its own local web server ready for use. While this isn’t always necessary in order to test your A-Frame scenes, it is good practice to do so and can reduce confusion when it comes to various cross-origin policy issues that often arise when it comes to running webpages via the file system on your computer.
To run the local web server, go to the folder with your boilerplate project inside your Terminal/Command Prompt and run the following:
[code language=”bash”]
npm install && npm start
[/code]
This will install all the necessary files for the web server and then run it for you. After this point, if you ever want to run the server again, just run npm start
.
Upon running the local web server, it should automatically open up our web browser and load our boilerplate webpage. It comes with LiveReload — which means that it will automatically refresh whenever you make changes.
If you need to open the webpage on a different device, or if it does not open automatically after you’ve run the local web server, you can open it by going to http://localhost:3000
in your browser or http://192.168.0.1:3000
, where that IP address is the IP address of your computer.
The initial scene you should see looks like so:
Building a New Scene
Let’s clean up the boilerplate code and remove everything within the <body>
tag apart from <a-scene>
. All of our A-Frame elements will be placed within this <a-scene>
component:
[code language=”html”]
<!DOCTYPE html>
<html>
<head>
<meta charset=”utf-8″/>
<title>Our First A-Frame Experience</title>
<script src=”https://aframe.io/releases/0.2.0/aframe.min.js”></script>
</head>
<body>
<a-scene>
</a-scene>
</body>
</html>
[/code]
A-Frame comes with a set of primitives which provide us a series of commonly used elements for VR scenes. Let’s add a few of our own to build up a custom scene.
Setting Up Our Sky
Every scene needs a sky (or background of some kind). This can be either a flat color, or a panoramic, equirectangular image. The primitive for this is <a-sky>
.
The code for a sky with a single, flat color looks like so:
[code language=”html”]
<a-scene>
<a-sky color=”#C500FF”></a-sky>
</a-scene>
[/code]
That creates a lovely and natural bright fuchsia sky for our scene:
As glorious as that sky is, it will look better with a panoramic 360 image. One nice spot to find skyboxes you can use to experiment is Flickr. There are a range of equirectangular photos here that are provided with a licence that will allow you to reuse them.
I went onto Flickr and found the following photo from Luca Biada which does require attribution in order to be used in a project (always check the licence terms!):

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