webxr with Babylonjs, A-frame/Threejs, and Unity
I've been working quite extensively on a webxr side project. Originally it was built with a-frame / threejs. You can take a look at it here at Immersive Idea. Recently I relized I was "fighting the framework" more than I was "getting things done". Originally, I chose a-frame because it was essentially a "no code" (well just html markup) way to build scenes. Additionally it's ECS framework was very well documented and easy to use. In an effort to broaden my perspective I started looking at alternatives (Unity with OpenXr, Babylonjs) as I was struggling to keep the pieces working together. This is my (slightly long) recap of my observations.
A-Frame
A-frame is wonderful...it is well documented, easy to use, and the community is super friendly and helpful. If I simplly wanted to render scenes in webxr with minimal ability to manipulate the environment, I wouldn't even think twice about using it.... Heck I still use it for quick mock ups. For simple scene manipulations (animations, sound, simple interactions) I also highly recommend it. It does, however suffer from a pretty serious achilles heel and I'm not really sure how they're going to overcome it. If building/manipulating the scene requires real time visualizations of data or physics simulations, it starts to show it's cracks. Generally I found I was digging deeper and deeper into threejs and it's lack of backward compatibility was causing major headaches.
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