Note: This documentation is for the old 0.4.0 version of A-Frame. Check out the documentation for the current 0.7.0 version
The cursor component lets us interact with entities through clicking and gazing. The cursor is a specific application of the raycaster component in that it:
- Listens for mouse clicks and gaze-based fuses.
- Captures only the first intersected entity.
- Emits special mouse and hover events (e.g., relating to mouse down/up/enter/leave).
- Has more states for hovering.
When the mouse clicks, the closest visible entity intersecting the cursor, if
any, will emit a
click event. Note the cursor component only applies the
raycasting behavior. To provide a shape or appearance to the cursor, you could
apply the geometry and material components.
For example, we can create a ring-shaped cursor fixed to the center of the screen. To fix the cursor to the screen so the cursor is always present no matter where we look, we place it as a child of the active camera entity. We pull it in front of the camera by placing it on the negative Z axis. When the cursor clicks on the box, we can listen to the click event.
Note, to further customize the cursor component, we can set the properties of the raycaster component.
|fuse||Whether cursor is fuse-based.||false on desktop, true on mobile|
|fuseTimeout||How long to wait (in milliseconds) before triggering a fuse-based click event.||1500|
|click||Emitted on both cursor and intersected entity if a currently intersected entity is clicked (whether by mouse or by fuse).|
|fusing||Emitted on both cursor and intersected entity when fuse-based cursor starts counting down.|
|mousedown||Emitted on both cursor and intersected entity (if any) on mousedown on the canvas element.|
|mouseenter||Emitted on both cursor and intersected entity (if any) when cursor intersects with an entity.|
|mouseleave||Emitted on both cursor and intersected entity (if any) when cursor no longer intersects with previously intersected entity.|
|mouseup||Emitted on both cursor and intersected entity (if any) on mouseup on the canvas element.|
The cursor will add states to the cursor entity on certain events:
|cursor-fusing||Added when the cursor is fusing on another entity.|
|cursor-hovering||Added when the cursor is hovering over another entity.|
The cursor will add states to intersected entities on certain events:
|cursor-hovered||Added to the intersected entity when the cursor is hovering over it.|
The cursor builds on top of and depends on the raycaster component. If we want to customize the raycasting pieces of the cursor, we can do by changing the raycaster component properties. Say we want set a max distance, check for intersections less frequently, and set which objects are clickable:
Also known as gaze-based cursor. If we set the cursor to be fuse-based, the
cursor will trigger a click if the user gazes at an entity for a set amount of
time. Imagine a laser strapped to the user’s head, and the laser extends out
into the scene. If the user stares at an entity long enough (i.e., the
fuseTimeout), then the cursor will trigger a click.
The advantage of fuse-based interactions for VR is that it does not require extra input devices other than the headset. The fuse-based cursor is primarily intended for Google Cardboard applications. The disadvantage of fuse-based interactions is that it requires the user to turn their head a lot.
To add visual feedback to the cursor to show when the cursor is clicking or
fusing, we can use the animation system. When the cursor
intersects the entity, it will emit an event, and the animation system will
pick up event with the
To play with an example of a cursor with visual feedback, check out the Cursor with Visual Feedback example on CodePen.