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Update featured components section in README with emojis
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README.md

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## Featured Components
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- <code>[arm-swing-movement](docs/arm-swing-movement/README.md)</code> enables intuitive, full-body locomotion in VR by translating natural arm-swinging gestures into forward (or backward) movement. This component is ideal for VR experiences where you want users to physically feel like they're walking or jogging through the environment - without the need for specialized hardware like an omnidirectional treadmill. It uses the Z-axis reversal of each controller to detect "steps", dynamically calculates a target speed, and moves the player rig accordingly. It supports nav-mesh constrained movement, adjustable smoothing, speed limits, and even synchronized footstep sound playback for added realism.
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- <code>[holdable](src/components/holdable/holdable.js)</code> is an alternative to the `grabbable` component in the "Super Hands" library. I needed a few features that weren't immediately supported, so I ended up building something I could tailor to my needs. It works with the `cannon.js` option in the <a href="https://github.com/c-frame/aframe-physics-system" target="_blank">aframe-physics-system</a> and lets you either preserve an object's original position and rotation when grabbed or define a specific grip pose, which can be useful for things like swords.
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- <code>[raycaster-manager](docs/raycaster-manager/README.md)</code> handles VR controller raycaster toggling between controllers, activating one at a time with visual and audio feedback.
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- <code>[music-player](docs/music-player/README.md)</code> lets you define a playlist of songs and control playback through VR controllers or keyboard keys. It includes shuffle and loop modes, and is ideal for creating a radio-like experience in your VR scenes.
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- 🏃 <code>[arm-swing-movement](docs/arm-swing-movement/README.md)</code> enables intuitive, full-body locomotion in VR by translating natural arm-swinging gestures into forward (or backward) movement. This component is ideal for VR experiences where you want users to physically feel like they're walking or jogging through the environment - without the need for specialized hardware like an omnidirectional treadmill. It uses the Z-axis reversal of each controller to detect "steps", dynamically calculates a target speed, and moves the player rig accordingly. It supports nav-mesh constrained movement, adjustable smoothing, speed limits, and even synchronized footstep sound playback for added realism.
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- <code>[holdable](src/components/holdable/holdable.js)</code> is an alternative to the `grabbable` component in the "Super Hands" library. I needed a few features that weren't immediately supported, so I ended up building something I could tailor to my needs. It works with the `cannon.js` option in the <a href="https://github.com/c-frame/aframe-physics-system" target="_blank">aframe-physics-system</a> and lets you either preserve an object's original position and rotation when grabbed or define a specific grip pose, which can be useful for things like swords.
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- 🎧 <code>[music-player](docs/music-player/README.md)</code> lets you define a playlist of songs and control playback through VR controllers or keyboard keys. It includes shuffle and loop modes, and is ideal for creating a radio-like experience in your VR scenes.
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- 👐 <code>[raycaster-manager](docs/raycaster-manager/README.md)</code> handles VR controller raycaster toggling between controllers, activating one at a time with visual and audio feedback.
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## Conflicts
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