Load a GLTF model. Besides applying standard rotation and position attributes to the center-point of the GLTF model, the individual child components can also be manually manipulated. See format details in the modelUpdate data attribute. See guidance to store paths under ARENA File Store, CDN, or DropBox.
This is the schema for GLTF Model, the properties of wire object type gltf-model.
All wire objects have a set of basic attributes {object_id, action, type, persist, data}. The data attribute defines the object-specific attributes
GLTF Model Properties
Attribute
Type
Default
Description
Required
object_type
string; Must be: gltf-model
gltf-model
3D object type.
Yes
url
string
Use File Store paths under ‘store/users/username’, see CDN and other storage options in the description above.
Yes
Entity Properties
Attribute
Type
Default
Description
Required
parent
string
Parent’s object_id. Child objects inherit attributes of their parent, for example scale and translation.
Listen for bounding-box collisions with user camera and hands. Must be applied to an object or model with geometric mesh. Collisions are determined by course bounding-box overlaps.
No
collision-listener
string
Name of the collision-listener, default can be empty string. Collisions trigger click events. Requires scene-options: physics.
Turns an entity into a PhysX rigid body. This is the main component for creating physics objects. There are 3 types of rigid bodies: dynamic objects that have physics simulated on them, static objects that cannot move, and kinematic objects that can be moved programmatically but not by simulation. Requires scene-options: physics.
Controls physics properties for individual shapes or rigid bodies. Can be set on an entity with physx-body or on shapes contained within it. Requires scene-options: physics.
Creates a PhysX joint between an ancestor rigid body and a target rigid body. Position and rotation of the entity will be used to create the corresponding joint. Requires scene-options: physics.
Adds a constraint to a physx-joint. Supported joints are D6, Revolute and Prismatic. Can only be used on an entity with the physx-joint component. Requires scene-options: physics.
Creates a driver which exerts force to return the joint to the initial position with the given velocity characteristics. Can only be used on an entity with a physx-joint component. Currently only supports D6 joint type. Requires scene-options: physics.
Define entities as a landmark; Landmarks appears in the landmark list and you can move (teleport) to them; You can define the behavior of the teleport: if you will be at a fixed or random distance, looking at the landmark, fixed offset or if it is constrained by a navmesh (when it exists).
Define extra material properties, namely texture encoding, whether to render the material’s color and render order. Requires material attribute. More properties at THREE.js Material.
Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.
The shadow component enables shadows for an entity and its children. Adding the shadow component alone is not enough to display shadows in your scene. We must have at least one light with castShadow: true enabled.
The sound component defines the entity as a source of sound or audio. The sound component can be positional and is thus affected by the component’s position. More properties at A-Frame Sound.
No
submodel-parent
string
''
When this object is parented to a hierarchical model, it attaches to a named sub-component of that model instead of the root position. Requires parent attribute.
GPU based particle systems in A-Frame. More properties at A-Frame SPE Particles component.
No
look-at
string
The look-at component defines the behavior for an entity to dynamically rotate or face towards another entity or position. Use ‘#my-camera’ to face the user camera, otherwise can take either a vec3 position or a query selector to another entity.
A list of available animations can usually be found by inspecting the model file or its documentation. All animations will play by default. To play only a specific set of animations, use wildcards: animation-mixer=’clip: run_*’. Requires object_type: gltf-model. More properties at A-Frame Extras Animation.
Allows you to target and control a gltf model’s morphTargets created in Blender. Requires object_type: gltf-model. More properties at A-Frame GLTF Morph component.
Simple switch between the default gltf-model and a detailed one when a user camera is within specified distance. Requires object_type: gltf-model.
No
modelUpdate
object
The GLTF-specific modelUpdate attribute is an object with child component names as keys. The top-level keys are the names of the child components to be updated. The values of each are nested position and rotation attributes to set as new values, respectively. Either position or rotation can be omitted if unchanged. Requires object_type: gltf-model.