Releases: aframevr/aframe
v1.6.0
1.6.0 (May 23, 2024)
Tons of bug fixes. Memory management and performance improvements. API to control tick / tock execution order.
Bug fixes
- Update wrist object position and rotation only when joint poses are available (#5438) (@mrxz)
- Fix issue when checking schema properties when a schema changes (#5426) (@mrxz)
- Set correct default value for
scene.background
when the background component is removed (#5417) (@mrxz) - Fix fog removal from scene (#5418) (@mrxz)
- Fix Chrome non-passive violation warnings for touchmove and touchstart event handlers (#5511) (@mrxz, @mitchallen)
- Fix bug when loading models on child entities of controllers (#5415) (@mrxz)
- Fix bug in handling
processSound
callback when sound hadn't loaded yet (#5414) (@mrxz) - Fix misspelled variable names after using a spell checker (#5462) (@mrxz)
- Fix problem when a shader that declares itself as glsl3 has its version ignored (bbe74f5) (@dmarcos)
- Fix problem when checking for duplicate names of property types (#5475) (@mrxz)
- Fix problem when adding children entities to a
hand-tracking-controls
entity before the hand model has loaded (12d550c) (@dmarcos) - Hide
hand-tracking-controls
entity when there's no hand tracking available (dbdb9da) (@dmarcos) - Fix issues when applying mixins to primitives (#5483) (@mrxz)
- Fix issue when a component is not removed from the DOM via mixin removal / update (#5492) (@mrxz)
- Fix timing issue when initializing XR Layers (#5489) (@zjm-meta)
- Fix problem where scene doesn't wait / timeout on
a-asset-items
(#5491) (@mrxz) - Fix bug when using
setAttribute
ona-scene
if a system has not yet initialized (#5482) (@mrxz) - Fix broken parser cache of
getComponentPropertyPath
(#5467) (@mrxz) - Fix issue when shadowMaps are always enabled. Make sure it's only enabled when there's a shadow component present (#5399) (@mrxz)
- Fix issue when children of an entity with
hand-tracking-controls
don't follow the hand (874fced) (@dmarcos) - Fix ES modules support on node (#5522) (@vincentfretin)
- Make rotation axis order is consistent when using
setAttribute
and modifying object3D directly (#5513) (@mrxz) - Fix issue when calculating the size of the bounding box of an
obb-collider
(5da7166) (@dmarcos) - Fix issue when the el.hasLoaded flag can be true but not all components have initialized (924dc00) (@dmarcos)
- Fix issue when trying to remove a mesh before model was loaded in
obj-mode
l component (#5499) (@Elettrotecnica) - Use
renderer.useLegacyLights
instead of the deprecatedrenderer.physicallyCorrectLights
in THREE (#5389) (@vincentfretin) - Set correct default value for
glslVersion
for non-raw shaders (#5388) (@mrxz) - Remove "skinning: true" option when instanciating a THREE.MeshStandardMaterial object. Property deprecated in THREE (#5386) (@avdynut)
- Fix issue when tracking an unexisting AR Hitest anchor (@hi-liang, @dmarcos) (bcc4bc2) (fix #5314)
- Fix issue when layers are not initialized in AR mode (bb1e7a4) (@dmarcos)
- Fix issue when removing unexisting light probe after exiting vr mode (#5429) (fix #5384) (@Elettrotecnica)
- Fix issue when removing an obb-collider (957237d) (fix #5385)
- Fix typo when requesting layers on the WebXR requiredFeatures list (f7e56a8) (@dmarcos)
- Fix issue when trying to animate a non existing button on the controller (da8dc14) (@dmarcos)
Performance
- Improve unit tests execution time (#5477) (@mrxz)
- Recycle nextData and
previousOldData
objects when a component is destroyed preventing memory leaks (#5458) (@mrxz) - Improve pooling and recycling of internal component objects. Better memory management (#5459) (@mrxz)
- Reduce memory allocations on component update logic (#5474) (@mrxz)
- Improve throttleLeadingAndTrailing implementation to prevent unnecessary allocations (#5476) (@mrxz)
Enhancements
- Introduce before/after component API to control tick / tock execution order (#5478) (@mrxz)
- Bump to THREE r164 (@dmarcos)
- Remove maximum canvas size (#5440) (@mrxz)
- Cache THREE.Source instead of THREE.Textures (#5449) (@mrxz)
- Introduce a sceneOnly flag for components that only apply to the
a-scene
element (#5465) (@mrxz) - Switch unit tests from WebVR to WebXR (#5452) (@mrxz)
- Move back debug dependency from fork to upstream (#5508) (@arpu)
- Introduce stencil property in the renderer system (#5509) (@mrxz)
- Improve iPad detection logic to include iPad Pro (#5502) (@Drkjr92)
- Remove unnecessary attribute properties and special handling of is: "attribute" in shader component (#5310) (@mrxz)
- Improve async loading of aframe library and interoperation with ES module (#5481) (@mrxz)
- Improve system warning messages when setting an unknown property (#5463) (@mrxz)
- Use native bind method instead of custom implementation. Performance benefits of custom one no longer exist (#5461) (@mrxz)
- Add Pico4 controllers support to
laser-controls
component (#5435) (@IamTonio) - Add hand model opacity to
hand-tracking-controls
(#5431) (@ehammons11) - Postpone screenshot component offscreen canvas setup until a screenshot is taken (#5442) (@arpu)
- Update GitHub CI to use node 20.x (#5479) (@vincentfretin)
- Use window.isSecureContext instead of manually checking URL for http/localhost/127.0.0.1 (#5487) (@mrxz)
- Remove deprecated
getComputedAttribut
method (#5466) (@mrxz) - Remove unnecessary crossOrigin configuration for THREE loaders (#5416) (@mrxz)
- Add support for
navigator.xr.offerSession
WebXR spec (#5410) (@cabanier) - Add support for fog, toneMapping, colorSpace conversion and logarithmicDepthBuffer to the msdf shader used in the text component (#5409) (@mrxz)
- Remove minimum scale value. THREE handles zero scale gracefully (#5404) (@mrxz)
- Add
hide-on-enter-vr
component analog tohide-on-enter-ar
(9e644de) (@dmarcos) - Remove iOS 10 specific HLS workaround (#5450) (@mrxz)
- Remove outdated polyfills that were needed just for IE11 (#5448) (@mrxz)
- Docs improvements (@diarmidmackenzie, @Samu01Tech, @thepelkus-too, @Omegahed, stefanhuber, @ctrlw, @vincentfretin, @jgbarah)
v1.5.0
Multiview extension, Spatial computing UIs, Mixed Reality features, Quest 3 support and much more!
Check out the new examples: Anchors, World Meshing and Hand Grab Controls
If you find A-Frame valuable consider sponsoring on github. A-Frame is 100% maintained by volunteers and any help is super appreciated.
Bug fixes
- Use renderer.useLegacyLights instead of the deprecated renderer.physicallyCorrectLights in three r150, but keep the physicallyCorrectLights property name for the renderer system for backward compatibility (fix #5293)
- Fix
hand-controls
animations (#5300) - Fix outdated link in error message (#5313) (fix #5275) (@kolson25)
- Fix visibility of controller in model-viewer example (#5317) (@DougReeder)
- Fix typo in phong shader properties (#5334) (@nightgryphon)
- Adapt shaders to new THREE API (#5328) (@nightgryphon)
- Traverse meshes instead of using a hardcoded index (#5340) (@diarmidmackenzie)
- Fix examples miscellaneous errors (#5343) (@mrxz)
- Fix back plane resizing when text component changes (#5357) (fix #2764) (@brycethomas)
- Fix switching back and forth from hands to controller input (fix #5373) (@floe, @dmarcos)
Enhancements
- Add
hand-tracking-grab-controls
component to make any entity manipulable with hands (@dmarcos) - Add support for WebXR Mesh and Planes Module (real-world-meshing component) (@dmarcos)
- Add support for WebXR Anchors Module (anchored component) (@dmarcos)
- Add support OVR_multiview extension (@felixtrz)
- Add support for Quest 3 controllers (@dmarcos, @felixtrz)
- New
obb-collider
implementing oriented bounding box colliders (@dmarcos) - Improve hand-trackin-controls pinch logic (@dmarcos)
- Add
anisotropy
option to material and renderer (#5309) (@mrxz) - Linter improvements (#5342) (@diarmidmackenzie)
- Add
loopStart
andloopEnd
properties to sound component to play loops (#5364) (@JonathannJacobs) - Update to THREE r158 (@felixtrz, @dmarcos) (fix #5369)
- Improve sorting / rendering order (#5332) (@diarmidmackenzie, @mrxz)
- Redesign enter immersive mode UI (@vincentfretin, @msub2, @diarmidmackenzie, @thedart76, @dmarcos)
- Replace the use of
getJointPose
withfillPoses
andfillJointRadii
in hand-tracking-controls to avoid memory allocations (#5298) (@mrs) - Handle conversion from sRGB to Linear-sRGB implicitly instead of calling
applyColorCorrection
(#5210) (@mrxz, @vincentfretin) - Add Pico 4 headset controllers support (#5281) (@felixtrz)
- Update URL to basis encoder (#5329) (@vincentfretin)
- Add Spatial Computing UI example (#7ea40c13) (@dmarcos)
- Remove workaround for an old Chrome bug in the context of
a-assets
(#5335) (@mrxz) - Unit tests improvements (@mrxz, @dmarcos)
- Consolidate references to the CDN URL in a global variable (#5333) (@diarmidmackenzie)
- Docs improvements (@luc122c, @donmccurdy, @turbotimon, @lainshiHenry, @Rhys-Alexander, @vincentfretin, @dmarcos)
Deprecations
vr-mode-ui
component renamed toxr-mode-ui
(@dmarcos)- GearVR and Daydream support (@vincentfretin, @dmarcos)
1.4.2
Bug fixes
- Fix issue when Quest 2 touch buttons are pressed before model has loaded (#5212, #5220) (@vincentfretin @mikemainguy)
- Fix orientation of hand tracking models (fix #4848) (@DougReeder)
- Fix problem with where image load quickly before the onload listener is attached. Manifests in particular for browser cached images (fix #5251) (@tomfelder94)
- Fix loading order when A-Frame is used along defer and modules script tags (fix #5228) (@wmurphyrd)
- Fix raycaster visual appearance when origin is not 0,0,0 (fix #4882) (#4884) (@Clicky02)
- Fix problem when adding a single property component via mixin (#5273) (@kfarr @dmarcos)
- Fix exception when trying to reference this pointer inside callback. (#5221) (@diarmidmackenzie)
- Change vertexColors property name to vertexColorsEnabled and make it a boolean to match THREE API (#5250) (@diarmidmackenzie)
Enhancements
- Add WebXR unit tests (#5227) (@diarmidmackenzie)
- Expose low / high refresh rates options for WebXR devices (#5217) (@diarmidmackenzie)
- Docs improvements (@Srile @DougReeder @foobar404 @stefan-langenmaier @vincentfretin @diarmidmackenzie @dmarcos)
v1.4.1
Bug fixes
- Fix error when exiting immersive mode (fix #5137) (@vincentfretin)
- Fix issue reentering immersive mode when using compositor layers (fix #5197) (supermedium/three.js#9) (@vincentfretin)
v1.4.0
A-Frame moved to custom elements V1, Oculus Quest Pro support, and tons of fixes and improvements in both A-Frame core and inspector 👏
28 A-Framers contributed to this one! You're awesome 🙇
Sponsor A-Frame to help us move the 3D Web forward.
You can also buy a cool t-shirt 👕
Major Changes
- Move A-Frame to Custom Elements V1 API from the now deprecated Custom Elements V0 (fix #4262) (#5136) (@dmarcos)
- Move build system from Browserify to Webpack adding support for ESM (#5116) (@vincentfretin)
- Update to THREE r147 (@dmarcos @AdaRoseCannon @vincentfretin)
- Inspector improvements and bug fixes (@vincentfretin)
Deprecations
- Cardboard mode is now disabled by default as a first step towards deprecation. Magic window is now the fallback on mobile when native WebXR API is not available (fix #4814) (@dmarcos)
Enhancements
- Add support for Meta Quest Touch Pro controllers (fix #5138) (#5139) (@felixtrz @cabanier @dmarcos)
- Replace
targetRaySpace
with `gripSpace to position WebXR tracked controllers (#88e8db12) (@felixtrz @dmarcos) - Add support for KTX2 texture compression in gltf-model component (#5101) (@jameskane05)
- Add a default for Draco decoder URL for the gltf model component (#5156) (@kfarr)
- Hide fullscreen button in desktop mode on iPad. Safari doesn't seem to support fullscreen mode. (fix #4841) (#5191)
- Detach inactive pool entities from THREE Scene avoiding unnecessary matrix updates and raycaster checks / hits (#5188) (@diarmidmackenzie)
- Add support for WebXR foveation level. Only WebVR API was previously supported (fix #5108) (#5110) (@mrxz)
- Events emitted on a cursor entity also pass original MouseEvent and TouchEvent events when applies.
- Update unit test stack and fix test suite (#5091) (@vincentfretin)
- Display fullscreen button when AR / VR mode are not available (#ce23027d) (@dmarcos)
- Add
xrselect
option to rayOrigin property in cursor component so it can be used in a WebXR AR context (#5065) (@AdaRoseCannon) tracked-controls-webxr
reference space is now configurable (#5040) (@msub2)- New
light
component property to enable directional lights to track objects and update shadows automatically (#5025) (@AdaRoseCannon) - New
toneMapped
property on renderer system. Flat materials can now opt out of tone mapping to look like light emitting surfaces. (#5029) (@AdaRoseCannon) - Update hand tracking model (fix #5185) (@dmarcos @vincentfretin)
- Factor out and document
throttleLeadingAndTrailing
(#5151) (@diarmidmackenzie) - Docs improvements (@nikolas @dirkk0 @JGrotex @Kershawj @juunini @andrejsmelnikovs @csxiaoyaojianxian @Kirshach @diarmidmackenzie @Chabloz @vincentfretin @karunstha @janarthnk @Utopiah @daniel-schroeder-dev @Descent098 @oroju1)
Bug fixes
- Fix
triggerchanged
event not firing with Oculus Quest 2 controllers (#5149) (@msub2) - Fix issue of loading screen displayed indefinitely (#5033) (@diarmidmackenzie)
- Remove duplicated update shader logic (#6858ed66) (@dmarcos)
- Fix ray positioning for Oculus Quest 2 controllers (#5141) (@felixtrz)
- Fix reflection component removal (#5125) (@vincentfretin)
- Fix Quest 1 controller ray positioning (fix #5183) (#5190) (@vincentfretin)
- Set default dev port to 8080. Oculus OS / Browser now block port 9000 and it's no longer usable (#0f508ad2) (@dmarcos)
- Fix Oculus Quest 2 controller button animation and highlights (fix #5067) (#5103) (@kylebakerio)
- Stop render loop when
a-scene
is removed from the DOM (#5112) (@vincentfretin) - Fix Github CI (#5092) (@vincentfretin)
- Don't emit
granted
events ifDeviceOrientationEvent
permission is not granted (#5079) (@diarmidmackenzie) - Fix removal of components with the name pattern
component-name__sufix
. Used on multiple instances of a single component (fix #5080) (#5081) (@diarmidmackenzie) - Exclude
a-mixins
when camera system tries to retrieve camera entities (fix #5023) (@mattrossman) - Reset
wasd-controls
velocity when axis properties change (#5050) (@vulture-boy) - Match screenshot component and scene encoding (#5157) (@diarmidmackenzie)
- Fix VR/AR buttons positioning in embedded mode (fix #5158) (@dmarcos)
- Remove examples warning messages (fix #5184) (@dmarcos @vincentfretin)
v1.3.0
WebXR immersive session and hand tracking fixes!
Sponsor A-Frame to help us move the 3D Web forward.
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Major Changes
- Update to THREE r137 (@dmarcos)
Fixes
- Don't try to use hit test in VR. API only available in AR mode (#5005) (@AdaRoseCannon)
- Fix canvas size calculation on embedded mode (fix #4911) (@s-light)
- Fix reference space for WebXR Layers (#4991)
- Fix problem when material map doesn't reflect the
offset
andrepeat
properties set viasetAttribute
(#4985) (@diarmidmackenzie @arturitu) - More robust
componentchanged
event. We were skipping the last component state transition event during a component change burst if last modification happens within throttle interval. (fix #4972) (@diarmidmackenzie @dmarcos) - Emit
mouseenter
,mouseleave
,click
cursor events component when order of intersected entities changes (fix #4978) (@diarmidmackenzie @dmarcos) - Prevent render loop to start before the camera is ready (#4967) (@wtodd1)
- Fix mouse based cursor entity intersection when used with ortographic camera (#4935) (@kfarr)
- Fix wrapping on distortion maps (#4932) (@AdaRoseCannon)
- Remove checks to prompt the user to switch to mobile mode on mobile browsers disguised as desktop (e.g: iPad) Browsers now ship with DeviceOrientationEvent API enabled. (fix #4798) (@PlumCantaloupe @dmarcos)
- Adds support for glTF models compressed with EXT_meshopt_compression (#4910) (@donmccurdy)
- Add missing dependency to fix 360 image gallery example fade animation (#4896) (@vincentmi)
- Fix hand model to accommodate changes in the hand tracking API implementation (66e0c62) (@dmarcos)
- Fix hit-test logic on model-viewer example (db63302) (@dmarcos)
- Fix SDF text shader for WebGL1 devices (fix #4827) (@Dirk-27)
- Replace SphericalReflectionMapping (now deprecated in THREE) with EquirectangularReflectionMapping (fix #4818) ( @diarmidmackenzie)
- Automatic generation of environment map (#4797) (@AdaRoseCannon)
- Fix copy in device orientation permission dialog (#4794) (@antoninklopp)
Enhancements
- Add phong shader to material component (#5001) (@AdaRoseCannon)
- Allow newer npm version in package.json (#4870) (@cwadrupldijjit)
- Add support for AR hit-test for Augmented Reality headsets and handsets (#4892) (@AdaRoseCannon)
- Add some default styling to WebXR DOM-Overlay (#4901) (@AdaRoseCannon)
- Add some default styling to DOM-Overlay (#4901) (@AdaRoseCannon)
- Integrate WebXR background lighting estimation API and environment maps for AR scenes (#4890) (@AdaRoseCannon)
- Use THREE.Cache API with a-assets.js (#4864) (@takahirox)
- Add Reverb G2 Support (#4845) (@zach-capalbo)
- Remove workaround to match Vive profile id with the one returned by Chrome. Chrome is now reporting the id matching the official WebXR profile (fix #4846) (@juliusikkala, @dmarcos)
- Replace live-server by five-server (#4836) (@yandeu)
- Add sRGB encoding to perspective screenshot (#4822) (@kfarr)
- Add registerShader texture example (#4795) (@mordof)
- Docs improvements (@epic-developer @jacob-willden @barthy-koeln @vincentfretin @RobinMglsk @a0m0rajab @kfarr @technobotanist @cao-jacky @schmelto @jlecordier @oneWaveAdrian @danbuckland @diarmidmackenzie @dmarcos)
v1.2.0
WebXR immersive session and hand tracking fixes!
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Major Changes
- Update to THREE r125 (THREE.Geometry deprecated) (@dmarcos)
Fixes
- Fix hand tracking (97be815) (@dmarcos)
- Fix immersive mode in Chrome for Android and Microsoft Edge. (THREE r125)
- Don't initialize text mesh until the font has loaded. This prevents the raycaster to intersect prematurely and emit spurious events (#4742) (@quantumalchemy @dmarcos)
- Fix raycaster overriding line default color (#4743) (@GMartigny @dmarcos)
- Make sure enter-vr / exit-vr events are emitted when entering fullscreen (#4740) (@stefanhuber @dmarcos)
- Fix problem with wasd-controls when opening a contextual menu with right click while pressing WASD simultaneously. Camera movement doesn't stop when releasing keys (#4766) (@djoksimo @dmarcos)
- Fix inspector toggle on US international keyboards (#4516) (@svenkonings @dmarcos)
- Make sure generic controls have the lowest precedence when vendor specific ones are also defined (#4784) (@fordacious @dmarcos)
- Fix tests (@dmarcos)
Deprecations
- THREE r125 deprecates
THREE.Geometry
Enhancements
- Docs improvements (@tete-github @luics @KovacsGG @dmarcos)
v1.1.0
5 years of A-Frame! 🥳
40 amazing A-Framers participated in this release. Thank you 👏
AR, hand tracking, compositor layers, immersive navigation (Quest only), Quest 2 support and much more.
Buy a t-shirt 👕 and support A-Frame developmet
Major Changes
- Support for WebXR compositor layers API @rcabanier @Artyom17 @dmarcos
- Support for WebXR DOM Overlays support @klausw
- Support for the WebXR immersive navigation proposal @arpu @Artyom17 @dmarcos
- Support for the WebXR hand tracking API proposal (#4650) @machenmusik @dmarcos
- Support for Quest 2 controllers @dmarcos
- Update THREE to r123 @dmarcos
Fixes
- Fix problem with Windows Mixed Reality controller falling to generic model @arpu
- Fix incorrect values returned by the
axismove
event on Oculus Quest (#4472) @Sujoy-Ghosh - Fix
npm run dist
command when running in zsh @benallfree - Fix wasd-controls easing to prevent sudden position jumps (#4241) @ntamas
- Replace calls to
THREE: getWorld*
methods that don't know work in immersive mode (#4521) @NNskelly @dmarcos - Fix undetected controllers when using WebXR API @cabanier @Artyom17
- Fix
selectstart
/selectend
never detected by the cursor component @vincentfretin - Fix for duplicated cursor component events (#4494) @binzume
- Listen to
sessiongranted
event only if WebXR is available @dmarcos - Bump
webvr-polyfill
to fix magic window mode in iOS 13 (#4554) @jwjordan @dax72 @NomisGnos @dmarcos - Fix Gear VR controller detection @vincentfretin
- Fix spectator camera mode when entering VR mode (#4666) @broehl @dmarcos
- Fix duplicated cursor component event in VR mode (#4494) @binzume @dmarcos
- Background component can now be removed (#4676) @NVFedorov @dmarcos
- Fix screenshot component (#4685) @bknill @dmarcos
- Add user gesture to start video playback in examples @dmarcos
- Fix white stripe at the bottom of the screen when exiting VR mode in iOS (#4617) @jgutierro @dmarcos
- Fix msdf shader compatibility with WebGL 1 devices (Safari iOS) @dmarcos
- Fix for immersive navigation where the
sessiongranted
event was not captured @dmarcos - Move
raycaster
collision detection fromtick
totock
to prevent bogus collisions on first frame @dmarcos - Fix for camera pose not correctly restored when exiting VR mode @dmarcos
- Make sure exit immersive logic runs when exiting AR mode @dmarcos
- Add
vr-mode
state to<a-scene>
when entering immersive mode with WebXR @dmarcos - Fix Valve Index controller button mappings @dmarcos
Enhancements
- Pass high-performance to the WebGL context to prioritize rendering performance over power consumption @arpu
- Docs improvements @rotoglup @richardjbaker @klausw @dmarcos @kfarr @majecty @AdaRoseCannon @ngokevin @sonnynomnom @lordbron @da4throux @danbuckland @vikohone @pixelistik @vincentfretin @stefanhuber
- Code hygiene @Jamesgt @Shalwaban
- Use new
THREE.WebGLRenderer
outputEncoding @arpu - Make msdf shader WebGL 2 compliant @arpu
- Valve Index controller support @zach-capalbo
- Cordova compatibility @benallfree
- Change look-controls
hmdEnable
property name tomagicWindowTrackingEnabled
@dmarcos - Improve hand tracking pinch gesture accuracy @cesmoak (#4691)
- Improve error handling when entering immersive mode (#4660) @federico-camonapp @dmarcos
- Make text of device permission ui component dialogs configurable @dmarcos
- Add look controls
mouseEnabled
property to enable / disable mouse input @dmarcos - Add model viewer example with AR / VR and 2D mode compatibility @dmarcos
- Add user interface example that works in VR, desktop and mobile @dmarcos
- Make raycaster component line color configurable @dmarcos
- Add info panel to examples @thedart76 @dmarcos to show instructions, controls and credit authors.
v1.0.4
Bug fixes
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Fixes
- Reset
referenceSpace
and controllers list when entering / exiting VR (#4406) @AG-LucidWeb @Artyom17 @dmarcos - Fix WebXR buttons mapping for Oculus Go controller @dmarcos
- Properly remove
selectstart
/selectend
event listeners when XR session ends @DougReeder - Apply handedness orientation directly to the hands model (#4388) @dbradleyfl @dala00 @dmarcos
- Set tracked-controls
armModel
default to false (#4405) @dmarcos matrixAutoupdate
tofalse
on camera in WebXR case (#4383) @liewol @dmarcos- Check if headset is connected when ignoring
mousedown
events (#4380) @AG-LucidWeb @dmarcos - Get rid of invalid character in TRHEE build (#4428) @kennardconsulting @dmarcos
Enhancements
- Dithering property in materials component (#4433) @Firepal
- Magic Leap Controller Support @atarng-magicleap
- New high poly, low poly and toon styles for
hand-controls
@arturitu - Listens to WebXR
selectstart
/selectstart
and reemits as mousedown / mouseup. Simple screen input for AR experiences (fix #4407) @dmarcos - Use full hash in dependencies to comply with pnpm @pleku
- Color property in
hand-controls
@arturitu - Docs improvements @d2s @ChicagoDev @dirkk0 @omgitsraven @dmarcos
- Add API to set WebXR far and near camera planes (#4387) @DougReeder
v1.0.3
Bug fixes
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Fixes
- Add support for Gear VR controller over WebXR (@Artyom17, @dmarcos)
- Add support for Oculus Go controller over WebXR (@Artyom17, @arpu, @dmarcos)
- Fallback to a generic controller when a WebXR gamepad is not recognized (#4376) (@Artyom17, @dmarcos)
- Match physical and virtual position of Quest and Rift S controllers (fix #4374) (@Artyom17, @dmarcos)
- Consider initial device orientation for magic window tracking. Fix problem when experience loads in landscape orientation on Android devices (@dmarcos)
- Listen to DOMContentLoaded if scene is not defined before updating the enter VR UI (#4373) (@mkungla, @dmarcos)