WebVR with A-Frame - Getting started
summary
Workshop shows how to build a working WebVR app with A-Frame + Glitch + glTF, loading a 360 photo from a Ricoh Theta S as a 360 sky texture, importing models from Poly/3D warehouses, and animating orbits with A-Frame components. Debugging reveals practical gotchas: the inspector hotkey sometimes fails, single-file glTF blocks rendering, and model origins/scale often need fixing. Devices range wildly (cardboard ~82M devices vs. Rift/Vive hundreds of thousands), and basic VR interactions like teleport controls run on phones and headsets.
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chapters (14)
- 0:00Welcome and logistics
- 1:44Venue and schedule
- 4:14Getting started with A-Frame
- 8:19Understanding 3D concepts
- 10:55Adding and editing entities
- 14:26Using the inspector
- 24:39Scene hierarchy and materials
- 39:43Environments and 360 images
- 50:58Importing 3D models
- 1:10:11Model optimization and hierarchy
- 1:24:16Animation and controls
- 1:49:55VR industry insights
- 2:04:10Cameras and lighting
- 2:13:31Components and scene building
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