Learn AFRAME with Real Code Examples
Updated Nov 26, 2025
Explain
Frame allows creation of 3D scenes, simulations, and virtual spaces with collaborative interaction.
It provides a cloud-hosted environment for multi-user access and real-time updates.
Developers can script interactivity using JavaScript and integrate WebXR for AR/VR support.
It abstracts rendering, physics, and networking, enabling rapid development of web-based 3D worlds.
Runs directly in browsers without requiring plugins, leveraging GPU acceleration where available.
Core Features
Entity-component system architecture
Scene editor for building worlds
JavaScript scripting layer
Physics and collision handling
Networking for multi-user synchronization
Basic Concepts Overview
World - a persistent 3D scene
Entity - objects in the scene
Component - attached behavior or property
Script - JS logic controlling entities/components
Asset - resources such as models, textures, sounds
Project Structure
index.html - optional container for embedding Frame world
main.js - JS scripts controlling entities and events
assets/ - models, textures, audio, fonts
scenes/ - world configuration and layout
scripts/ - custom interaction logic
Building Workflow
Create or import 3D assets
Design scene with entities and components
Attach scripts for interaction and logic
Enable physics or collision where needed
Test and publish world for multi-user access
Difficulty Use Cases
Beginner: simple 3D room with static objects
Intermediate: interactive object manipulation
Advanced: multi-user collaboration with physics
Expert: WebXR-enabled immersive experience
Architect: large-scale persistent 3D world
Comparisons
Frame vs Mozilla Hubs: Frame more extensible for devs, Hubs focuses on simplicity
Frame vs Babylon.js: Frame includes multi-user runtime, Babylon.js is rendering engine only
Frame vs PlayCanvas: Frame focuses on multi-user spaces, PlayCanvas on games and simulations
Frame vs WebXR directly: Frame abstracts networking + collaboration
Frame vs Unity WebGL export: Frame browser-first vs heavy native engine export
Versioning Timeline
2015 - High Fidelity contributors start Frame project
2016 - Early cloud editor launched
2018 - WebXR integration begins
2021 - Multi-user collaboration optimized
2024–2025 - WebGPU support and performance enhancements
Glossary
World - persistent 3D environment
Entity - object in scene
Component - attached behavior or property
Script - JS controlling entity behavior
Asset - 3D model, texture, audio, or other resource