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