Polycss
layoutit/polycss
Build PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements.
Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture.
$ npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install freshtechbro/claudedesignskills aframe-webxr --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/aframe-webxr .claude/skills/aframe-webxr && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "aframe-webxr" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxr into .claude/skills/aframe-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "aframe-webxr", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxrType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install freshtechbro/claudedesignskills aframe-webxr --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/aframe-webxr .agents/skills/aframe-webxr && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "aframe-webxr" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxr into .agents/skills/aframe-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "aframe-webxr", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install freshtechbro/claudedesignskills aframe-webxr --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/aframe-webxr .cursor/skills/aframe-webxr && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "aframe-webxr" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxr into .cursor/skills/aframe-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "aframe-webxr", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/freshtechbro/claudedesignskills.git --path .claude/skills/aframe-webxr--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install freshtechbro/claudedesignskills aframe-webxr --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/aframe-webxr .gemini/skills/aframe-webxr && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "aframe-webxr" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxr into .gemini/skills/aframe-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "aframe-webxr", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install freshtechbro/claudedesignskills aframe-webxrInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/aframe-webxr .github/skills/aframe-webxr && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "aframe-webxr" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxr into .github/skills/aframe-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "aframe-webxr", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install freshtechbro/claudedesignskills aframe-webxr --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/aframe-webxr .opencode/skills/aframe-webxr && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "aframe-webxr" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/aframe-webxr into .opencode/skills/aframe-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "aframe-webxr", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
aframe-webxrDeclarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture.
Aframe Webxr is an agent skill from freshtechbro/claudedesignskills. Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Use this skill when creating WebXR applications, VR experiences, AR experiences, 360-degree media viewers, or immersive web content with minimal JavaScript. Triggers on tasks involving A-Frame, WebXR, VR development, AR development, entity-component-system, declarative 3D, or HTML-based 3D scenes. Built on Three.js with accessible HTML-first approach.
Its SKILL.md is about 6.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 15 other files, including scripts, reference files and assets (for example `assets/examples/README.md`, `assets/starter_aframe/README.md` and `assets/starter_aframe/main.js`).
It sits in Game Development, covering 3D graphics and WebGL. It works with JavaScript and Three.js. The repository describes itself as: A comprehensive collection of Claude Code skills for modern web development, specializing in 3D graphics, animation, and interactive web experiences. The licence is MIT.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1da73fe. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 2 files in scripts/ (Python and JavaScript), which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
aframe.iocdn.jsdelivr.netcdnjs.cloudflare.comAlso links to:
github.comw3.orgthreejs.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Aframe Webxr loads about 6.8k tokens when it runs, and up to ~24k if it reads all its reference files. Until then it costs about 123 tokens; SKILL.md has 575 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from freshtechbro/claudedesignskills at commit 1da73fe, republished under its MIT licence (© freshtechbro). 575 words, ~6,835 tokens.
.claude/skills/aframe-webxr/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.A-Frame uses an entity-component-system architecture where:
<div> in HTML)<!-- Entity with components -->
<a-entity
geometry="primitive: box; width: 2"
material="color: red; metalness: 0.5"
position="0 1.5 -3"
rotation="0 45 0">
</a-entity>Primitives are shortcuts for common entity + component combinations:
<!-- Primitive (shorthand) -->
<a-box color="red" position="0 1.5 -3" rotation="0 45 0" width="2"></a-box>
<!-- Equivalent entity-component form -->
<a-entity
geometry="primitive: box; width: 2"
material="color: red"
position="0 1.5 -3"
rotation="0 45 0">
</a-entity>Every A-Frame app starts with <a-scene>:
<!DOCTYPE html>
<html>
<head>
<script src="https://aframe.io/releases/1.7.1/aframe.min.js"></script>
</head>
<body>
<a-scene>
<!-- Entities go here -->
<a-box position="-1 0.5 -3" color="#4CC3D9"></a-box>
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
</body>
</html>The scene automatically injects:
0 1.6 0)Default Camera (auto-injected if none specified):
<a-entity camera="active: true" look-controls wasd-controls position="0 1.6 0"></a-entity>Custom Camera:
<a-camera position="0 2 5" look-controls wasd-controls="acceleration: 50"></a-camera>Camera Rig (for independent movement and rotation):
<a-entity id="rig" position="0 0 0">
<!-- Camera for head tracking -->
<a-camera look-controls></a-camera>
<!-- Movement applied to rig, not camera -->
</a-entity>VR Camera Rig with Controllers:
<a-entity id="rig" position="0 0 0">
<!-- Camera at eye level -->
<a-camera position="0 1.6 0"></a-camera>
<!-- Left hand controller -->
<a-entity
hand-controls="hand: left"
laser-controls="hand: left">
</a-entity>
<!-- Right hand controller -->
<a-entity
hand-controls="hand: right"
laser-controls="hand: right">
</a-entity>
</a-entity>Ambient Light (global illumination):
<a-entity light="type: ambient; color: #BBB; intensity: 0.5"></a-entity>Directional Light (like sunlight):
<a-entity light="type: directional; color: #FFF; intensity: 0.8" position="1 2 1"></a-entity>Point Light (radiates in all directions):
<a-entity light="type: point; color: #F00; intensity: 2; distance: 50" position="0 3 0"></a-entity>Spot Light (cone-shaped beam):
<a-entity light="type: spot; angle: 45; intensity: 1.5" position="0 5 0" rotation="-90 0 0"></a-entity>Standard Material:
<a-sphere
material="color: #FF0000; metalness: 0.5; roughness: 0.3"
position="0 1 -3">
</a-sphere>Textured Material:
<a-assets>
<img id="woodTexture" src="wood.jpg">
</a-assets>
<a-box material="src: #woodTexture" position="0 1 -3"></a-box>Flat Shading (no lighting):
<a-plane material="shader: flat; color: #4CC3D9"></a-plane>Property Animation:
<a-box
position="0 1 -3"
animation="property: rotation; to: 0 360 0; loop: true; dur: 5000">
</a-box>Multiple Animations (use animation__* naming):
<a-sphere
position="0 1 -3"
animation__position="property: position; to: 0 3 -3; dir: alternate; loop: true; dur: 2000"
animation__rotation="property: rotation; to: 360 360 0; loop: true; dur: 4000"
animation__scale="property: scale; to: 1.5 1.5 1.5; dir: alternate; loop: true; dur: 1000">
</a-sphere>Event-Based Animation:
<a-box
color="blue"
animation__mouseenter="property: scale; to: 1.2 1.2 1.2; startEvents: mouseenter"
animation__mouseleave="property: scale; to: 1 1 1; startEvents: mouseleave"
animation__click="property: rotation; from: 0 0 0; to: 0 360 0; startEvents: click">
</a-box>Preload assets for better performance:
<a-scene>
<a-assets>
<!-- Images -->
<img id="texture1" src="texture.jpg">
<img id="skyTexture" src="sky.jpg">
<!-- Videos -->
<video id="video360" src="360video.mp4" autoplay loop></video>
<!-- Audio -->
<audio id="bgMusic" src="music.mp3" preload="auto"></audio>
<!-- Models -->
<a-asset-item id="tree" src="tree.gltf"></a-asset-item>
<!-- Mixins (reusable component sets) -->
<a-mixin id="redMaterial" material="color: red; metalness: 0.7"></a-mixin>
</a-assets>
<!-- Use assets -->
<a-entity gltf-model="#tree" position="2 0 -5"></a-entity>
<a-sphere mixin="redMaterial" position="0 1 -3"></a-sphere>
<a-sky src="#skyTexture"></a-sky>
</a-scene>Register custom components to encapsulate logic:
AFRAME.registerComponent('rotate-on-click', {
// Component schema (configuration)
schema: {
speed: {type: 'number', default: 1}
},
// Lifecycle: called once when component attached
init: function() {
this.el.addEventListener('click', () => {
this.rotating = !this.rotating;
});
},
// Lifecycle: called every frame
tick: function(time, timeDelta) {
if (this.rotating) {
var rotation = this.el.getAttribute('rotation');
rotation.y += this.data.speed;
this.el.setAttribute('rotation', rotation);
}
}
});<a-box rotate-on-click="speed: 2" position="0 1 -3"></a-box>Problem: Enable object grabbing and manipulation in VR
Solution: Use hand-controls and custom grab component
<a-scene>
<!-- VR Camera Rig -->
<a-entity id="rig">
<a-camera position="0 1.6 0"></a-camera>
<a-entity
id="leftHand"
hand-controls="hand: left"
laser-controls="hand: left">
</a-entity>
<a-entity
id="rightHand"
hand-controls="hand: right"
laser-controls="hand: right">
</a-entity>
</a-entity>
<!-- Grabbable objects -->
<a-box class="grabbable" position="-1 1.5 -3" color="#4CC3D9"></a-box>
<a-sphere class="grabbable" position="1 1.5 -3" color="#EF2D5E"></a-sphere>
</a-scene>
<script>
AFRAME.registerComponent('grabbable', {
init: function() {
var el = this.el;
el.addEventListener('triggerdown', function(evt) {
console.log('Grabbed by', evt.detail.hand);
el.setAttribute('color', 'green');
});
el.addEventListener('triggerup', function(evt) {
el.setAttribute('color', 'blue');
});
el.addEventListener('gripdown', function(evt) {
// Attach object to controller
var controllerEl = evt.detail.controller;
controllerEl.object3D.attach(el.object3D);
});
el.addEventListener('gripup', function(evt) {
// Detach from controller
var sceneEl = el.sceneEl.object3D;
sceneEl.attach(el.object3D);
});
}
});
// Apply grabbable component
document.querySelectorAll('.grabbable').forEach(el => {
el.setAttribute('grabbable', '');
});
</script>Problem: Create an interactive 360° photo viewer
Solution: Use sky primitive and clickable thumbnails
<a-scene>
<a-assets>
<img id="city" src="city.jpg">
<img id="forest" src="forest.jpg">
<img id="beach" src="beach.jpg">
<img id="city-thumb" src="city-thumb.jpg">
<img id="forest-thumb" src="forest-thumb.jpg">
<img id="beach-thumb" src="beach-thumb.jpg">
<audio id="click-sound" src="click.mp3"></audio>
</a-assets>
<!-- 360 image sphere -->
<a-sky id="image-360" src="#city" rotation="0 -130 0"></a-sky>
<!-- Thumbnail menu -->
<a-entity id="menu" position="0 1.6 -2">
<a-entity class="link"
geometry="primitive: plane; width: 0.7; height: 0.7"
material="shader: flat; src: #city-thumb"
position="-1 0 0"
sound="on: click; src: #click-sound"
event-set__mouseenter="scale: 1.2 1.2 1"
event-set__mouseleave="scale: 1 1 1"
event-set__click="_target: #image-360; material.src: #city">
</a-entity>
<a-entity class="link"
geometry="primitive: plane; width: 0.7; height: 0.7"
material="shader: flat; src: #forest-thumb"
position="0 0 0"
sound="on: click; src: #click-sound"
event-set__mouseenter="scale: 1.2 1.2 1"
event-set__mouseleave="scale: 1 1 1"
event-set__click="_target: #image-360; material.src: #forest">
</a-entity>
<a-entity class="link"
geometry="primitive: plane; width: 0.7; height: 0.7"
material="shader: flat; src: #beach-thumb"
position="1 0 0"
sound="on: click; src: #click-sound"
event-set__mouseenter="scale: 1.2 1.2 1"
event-set__mouseleave="scale: 1 1 1"
event-set__click="_target: #image-360; material.src: #beach">
</a-entity>
</a-entity>
<!-- Camera with cursor for gaze interaction -->
<a-camera>
<a-cursor raycaster="objects: .link"></a-cursor>
</a-camera>
</a-scene>Problem: Place virtual objects on detected real-world surfaces
Solution: Use ar-hit-test component
<a-scene
webxr="optionalFeatures: hit-test, dom-overlay; overlayElement: #overlay"
ar-hit-test="target: #furniture; type: footprint">
<a-assets>
<a-asset-item id="chair" src="chair.gltf"></a-asset-item>
</a-assets>
<!-- Object to place -->
<a-entity id="furniture" gltf-model="#chair" scale="0.5 0.5 0.5"></a-entity>
<!-- AR instructions overlay -->
<div id="overlay" style="position: fixed; bottom: 20px; left: 50%; transform: translateX(-50%);
background: rgba(0,0,0,0.7); color: white; padding: 15px;
border-radius: 8px; font-family: sans-serif;">
<p id="message">Tap to enter AR mode</p>
</div>
</a-scene>
<script>
const sceneEl = document.querySelector('a-scene');
const message = document.getElementById('message');
sceneEl.addEventListener('enter-vr', function() {
if (this.is('ar-mode')) {
message.textContent = '';
this.addEventListener('ar-hit-test-start', function() {
message.innerHTML = 'Scanning environment, finding surface.';
}, { once: true });
this.addEventListener('ar-hit-test-achieved', function() {
message.innerHTML = 'Tap on the screen to place the object.';
}, { once: true });
this.addEventListener('ar-hit-test-select', function() {
message.textContent = 'Object placed!';
setTimeout(() => message.textContent = '', 2000);
}, { once: true });
}
});
sceneEl.addEventListener('exit-vr', function() {
message.textContent = 'Tap to enter AR mode';
});
</script>Problem: Enable click interactions with desktop mouse or VR gaze
Solution: Use cursor component and raycaster
<a-scene>
<!-- Interactive objects -->
<a-box
class="interactive"
position="-1 1.5 -3"
color="#4CC3D9"
event-set__mouseenter="color: yellow"
event-set__mouseleave="color: #4CC3D9"
event-set__click="scale: 1.5 1.5 1.5">
</a-box>
<a-sphere
class="interactive"
position="1 1.5 -3"
color="#EF2D5E"
event-set__click="color: orange; scale: 2 2 2">
</a-sphere>
<a-plane position="0 0 -4" rotation="-90 0 0" width="10" height="10" color="#7BC8A4"></a-plane>
<!-- Camera with cursor -->
<a-camera position="0 1.6 0">
<!-- Raycaster targets .interactive class -->
<a-cursor
raycaster="objects: .interactive"
fuse="true"
fuse-timeout="1500">
</a-cursor>
</a-camera>
</a-scene>
<script>
// Advanced click handling with JavaScript
document.querySelectorAll('.interactive').forEach(el => {
el.addEventListener('click', function(evt) {
console.log('Clicked:', this.id || this.tagName);
console.log('Intersection point:', evt.detail.intersection.point);
});
});
</script>Problem: Programmatically create and manipulate entities
Solution: Use JavaScript DOM manipulation
<a-scene>
<a-camera position="0 1.6 5"></a-camera>
<a-entity light="type: ambient; color: #888"></a-entity>
<a-entity light="type: directional; color: #FFF" position="1 2 1"></a-entity>
</a-scene>
<script>
const scene = document.querySelector('a-scene');
// Create sphere
function createSphere(x, y, z, color) {
const entity = document.createElement('a-entity');
entity.setAttribute('geometry', {
primitive: 'sphere',
radius: 0.5
});
entity.setAttribute('material', {
color: color,
metalness: 0.5,
roughness: 0.3
});
entity.setAttribute('position', {x, y, z});
// Add animation
entity.setAttribute('animation', {
property: 'position',
to: `${x} ${y + 1} ${z}`,
dir: 'alternate',
loop: true,
dur: 2000
});
scene.appendChild(entity);
return entity;
}
// Generate grid of spheres
for (let x = -3; x <= 3; x += 1.5) {
for (let z = -5; z <= -2; z += 1.5) {
const color = `#${Math.floor(Math.random()*16777215).toString(16)}`;
createSphere(x, 1, z, color);
}
}
// Listen to component changes
scene.addEventListener('componentchanged', function(evt) {
console.log('Component changed:', evt.detail.name);
});
// Access Three.js objects directly
setTimeout(() => {
const entities = document.querySelectorAll('a-entity[geometry]');
entities.forEach(el => {
el.object3D.visible = true; // Direct Three.js manipulation
});
}, 1000);
</script>Problem: Create immersive environments quickly
Solution: Use community components and 360 images
<html>
<head>
<script src="https://aframe.io/releases/1.7.1/aframe.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@fern-solutions/aframe-sky-background/dist/sky-background.umd.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-extras@7.5.0/dist/aframe-extras.min.js"></script>
</head>
<body>
<a-scene>
<!-- Gradient sky -->
<a-sky-background
top-color="#4A90E2"
bottom-color="#87CEEB">
</a-sky-background>
<!-- Or textured sky -->
<!-- <a-sky src="sky.jpg" rotation="0 -130 0"></a-sky> -->
<!-- Ocean -->
<a-entity
ocean="density: 20; width: 50; depth: 50; speed: 4"
material="color: #9CE3F9; opacity: 0.75; metalness: 0; roughness: 1"
rotation="-90 0 0">
</a-entity>
<!-- Particle system for atmosphere -->
<a-entity
particle-system="preset: snow; particleCount: 2000; color: #FFF">
</a-entity>
<a-entity light="type: ambient; color: #888"></a-entity>
<a-entity light="type: directional; color: #FFF; intensity: 0.7" position="1 2 1"></a-entity>
</a-scene>
</body>
</html>Problem: Load and display 3D models
Solution: Use gltf-model component with asset management
<a-scene>
<a-assets>
<a-asset-item id="robot" src="robot.gltf"></a-asset-item>
<a-asset-item id="building" src="building.glb"></a-asset-item>
</a-assets>
<!-- Load model -->
<a-entity
gltf-model="#robot"
position="0 0 -3"
scale="0.5 0.5 0.5"
animation="property: rotation; to: 0 360 0; loop: true; dur: 10000">
</a-entity>
<!-- Load with extras (animations) -->
<a-entity
gltf-model="#building"
position="5 0 -10"
animation-mixer="clip: *; loop: repeat">
</a-entity>
<a-camera position="0 1.6 5"></a-camera>
<a-entity light="type: ambient; intensity: 0.5"></a-entity>
<a-entity light="type: directional; intensity: 0.8" position="2 4 2"></a-entity>
</a-scene>
<script>
// Handle model loading events
document.querySelector('[gltf-model="#robot"]').addEventListener('model-loaded', (evt) => {
console.log('Model loaded:', evt.detail.model);
// Access Three.js object
const model = evt.detail.model;
model.traverse(node => {
if (node.isMesh) {
console.log('Mesh found:', node.name);
}
});
});
document.querySelector('[gltf-model="#robot"]').addEventListener('model-error', (evt) => {
console.error('Model loading error:', evt.detail);
});
</script>Access underlying Three.js objects:
// Get Three.js scene
const scene = document.querySelector('a-scene').object3D;
// Get entity's Three.js object
const box = document.querySelector('a-box');
const threeObject = box.object3D;
// Direct Three.js manipulation
threeObject.position.set(1, 2, 3);
threeObject.rotation.y = Math.PI / 4;
// Add custom Three.js objects
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);Animate A-Frame entities with GSAP:
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.12.2/gsap.min.js"></script>
<script>
const box = document.querySelector('a-box');
// Animate position
gsap.to(box.object3D.position, {
x: 3,
y: 2,
z: -5,
duration: 2,
ease: 'power2.inOut'
});
// Animate rotation
gsap.to(box.object3D.rotation, {
y: Math.PI * 2,
duration: 3,
repeat: -1,
ease: 'none'
});
// Animate attributes
gsap.to(box.components.material.material, {
opacity: 0.5,
duration: 1
});
</script>Integrate A-Frame in React components:
import React, { useEffect, useRef } from 'react';
import 'aframe';
function VRScene() {
const sceneRef = useRef(null);
useEffect(() => {
const scene = sceneRef.current;
// Create entities dynamically
const entity = document.createElement('a-sphere');
entity.setAttribute('position', '0 1.5 -3');
entity.setAttribute('color', '#EF2D5E');
scene.appendChild(entity);
// Listen to events
scene.addEventListener('enter-vr', () => {
console.log('Entered VR mode');
});
}, []);
return (
<a-scene ref={sceneRef}>
<a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9" />
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E" />
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D" />
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4" />
<a-sky color="#ECECEC" />
</a-scene>
);
}
export default VRScene;Preload assets to avoid blocking:
<a-assets>
<img id="texture1" src="large-texture.jpg">
<video id="video360" src="360video.mp4" preload="auto"></video>
<a-asset-item id="model" src="complex-model.gltf"></a-asset-item>
</a-assets>Reuse entities instead of creating/destroying:
AFRAME.registerComponent('bullet-pool', {
init: function() {
this.pool = [];
this.used = [];
// Pre-create bullets
for (let i = 0; i < 20; i++) {
const bullet = document.createElement('a-sphere');
bullet.setAttribute('radius', 0.1);
bullet.setAttribute('visible', false);
this.el.sceneEl.appendChild(bullet);
this.pool.push(bullet);
}
},
getBullet: function() {
if (this.pool.length > 0) {
const bullet = this.pool.pop();
bullet.setAttribute('visible', true);
this.used.push(bullet);
return bullet;
}
},
returnBullet: function(bullet) {
bullet.setAttribute('visible', false);
const index = this.used.indexOf(bullet);
if (index > -1) {
this.used.splice(index, 1);
this.pool.push(bullet);
}
}
});Use low-poly models and LOD:
<!-- Low-poly for distant objects -->
<a-sphere radius="1" segments-width="8" segments-height="6"></a-sphere>
<!-- High-poly for close objects -->
<a-sphere radius="1" segments-width="32" segments-height="32"></a-sphere>Use instancing for repeated objects:
AFRAME.registerComponent('instanced-trees', {
init: function() {
// Use Three.js InstancedMesh for repeated geometry
const scene = this.el.sceneEl.object3D;
const geometry = new THREE.ConeGeometry(0.5, 2, 8);
const material = new THREE.MeshStandardMaterial({ color: 0x228B22 });
const mesh = new THREE.InstancedMesh(geometry, material, 100);
// Position instances
for (let i = 0; i < 100; i++) {
const matrix = new THREE.Matrix4();
matrix.setPosition(
Math.random() * 20 - 10,
0,
Math.random() * 20 - 10
);
mesh.setMatrixAt(i, matrix);
}
scene.add(mesh);
}
});Don't update every frame if unnecessary:
AFRAME.registerComponent('throttled-update', {
init: function() {
this.lastUpdate = 0;
this.updateInterval = 100; // ms
},
tick: function(time, timeDelta) {
if (time - this.lastUpdate >= this.updateInterval) {
// Expensive operation here
this.lastUpdate = time;
}
}
});<a-scene stats>
<!-- Shows FPS and performance metrics -->
</a-scene>Problem: Entity added but not visible
Causes:
Solution:
// Wait for scene to load
const scene = document.querySelector('a-scene');
scene.addEventListener('loaded', () => {
const entity = document.createElement('a-box');
entity.setAttribute('position', '0 1.5 -3'); // In front of camera
entity.setAttribute('color', 'red');
scene.appendChild(entity);
});
// Debug: Check entity position
console.log(entity.getAttribute('position'));
// Debug: Check if entity is in scene
console.log(entity.parentNode); // Should be <a-scene>Problem: Click/mouseenter events don't trigger
Cause: Missing raycaster or cursor
Solution:
<!-- Add cursor to camera -->
<a-camera>
<a-cursor raycaster="objects: .interactive"></a-cursor>
</a-camera>
<!-- Add class to interactive objects -->
<a-box class="interactive" position="0 1 -3"></a-box>
<!-- Or use raycaster directly -->
<a-entity raycaster="objects: [geometry]" cursor></a-entity>Problem: Low FPS with many entities
Causes:
Solutions:
// 1. Use object pooling (see Performance section)
// 2. Simplify geometry
// 3. Optimize textures (reduce size, use compression)
// 4. Throttle updates
AFRAME.registerComponent('optimize-far-entities', {
tick: function() {
const camera = this.el.sceneEl.camera;
const entities = document.querySelectorAll('[geometry]');
entities.forEach(el => {
const distance = el.object3D.position.distanceTo(camera.position);
// Hide distant entities
el.object3D.visible = distance < 50;
});
}
});Problem: Flickering when surfaces overlap
Cause: Two surfaces at same position
Solution:
<!-- Offset surfaces slightly -->
<a-plane position="0 0.01 0" rotation="-90 0 0"></a-plane>
<a-plane position="0 0.02 0" rotation="-90 0 0"></a-plane>
<!-- Or use renderOrder -->
<a-entity
geometry="primitive: plane"
material="src: #texture1; transparent: true"
class="has-render-order">
</a-entity>
<script>
document.querySelector('.has-render-order').object3D.renderOrder = 1;
</script>Problem: Low performance on mobile VR
Solutions:
<!-- Reduce renderer max canvas size -->
<a-scene renderer="maxCanvasWidth: 1920; maxCanvasHeight: 1920">
<!-- Use low-poly models -->
<a-sphere radius="1" segments-width="8" segments-height="6"></a-sphere>
<!-- Limit lights (expensive on mobile) -->
<a-entity light="type: ambient; intensity: 0.6"></a-entity>
<a-entity light="type: directional; intensity: 0.4" position="1 2 1"></a-entity>
<!-- Disable antialiasing if needed -->
<a-scene renderer="antialias: false">
</a-scene>Problem: Assets not loading or CORS errors
Solutions:
<!-- Use crossorigin attribute -->
<a-assets>
<img id="texture" src="https://example.com/texture.jpg" crossorigin="anonymous">
</a-assets>
<!-- Wait for assets to load -->
<script>
const assets = document.querySelector('a-assets');
assets.addEventListener('loaded', () => {
console.log('All assets loaded');
// Safe to use assets now
});
assets.addEventListener('timeout', () => {
console.error('Asset loading timeout');
});
</script>
<!-- Handle loading errors -->
<script>
const img = document.querySelector('img#texture');
img.addEventListener('error', () => {
console.error('Failed to load texture');
// Use fallback
img.src = 'fallback-texture.jpg';
});
</script>© freshtechbro, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 10 other files (scripts, references, assets) in .claude/skills/aframe-webxr of freshtechbro/claudedesignskills.
Open the folder on GitHubat commit 1da73fe
Aframe Webxr next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Aframe Webxr this skillfreshtechbro/claudedesignskills | 994 | — | ~6.8k | Automated safety check: Pass | MIT | |
| Polycsslayoutit/polycss | 759 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Scenario Kinetic Music Videoscenario-labs/skills | 913 | — | ~3.5k | Automated safety check: Pass | MIT | |
| Fire Paper LoaderMengTo/Skills | 6.7k | — | ~2.7k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 2 repos | ~2.7k | Automated safety check: Pass | MIT |
layoutit/polycss
Build PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements.
scenario-labs/skills
A skill your agent uses when turning a song into a kinetic-typography or motion-design music video, lyric video, visualizer or K-pop style MV with Scenario: a generated subject sheet, style frames…
MengTo/Skills
Build a burning-paper ring loader whose GLSL flame is drawn by a Worker on an OffscreenCanvas started from the head, so a main thread blocked by the page build cannot freeze it, with a progress…
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
freshtechbro/claudedesignskills
Guides use of Anime.js for timeline sequences, stagger effects, SVG morphing and keyframe animation on DOM elements, CSS, SVG and JavaScript objects.
freshtechbro/claudedesignskills
Adds animated page transitions to multi-page sites with Barba.js, covering the wrapper and container markup, lifecycle hooks, views and GSAP integration.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
freshtechbro/claudedesignskills
Covers GSAP tweens and timelines and the ScrollTrigger plugin for scroll-driven animation, including pinning, scrubbing, parallax and horizontal scroll sections.
freshtechbro/claudedesignskills
A guide to the Locomotive Scroll library for smooth scrolling, parallax, viewport detection, sticky elements and GSAP ScrollTrigger integration.
freshtechbro/claudedesignskills
Implements After Effects Lottie animations in web and React apps: picking JSON or dotLottie format, a rendering library, and a data source, with an optimizer script.
Works with
Categories
Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Aframe Webxr is an agent skill from freshtechbro/claudedesignskills. Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture.
Aframe Webxr fits situations like: creating WebXR applications; 360-degree media viewers; immersive web content with minimal JavaScript; tasks involving A-Frame.
Run `npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a claude-code`. Or copy the skill folder (.claude/skills/aframe-webxr in freshtechbro/claudedesignskills) into .claude/skills/aframe-webxr in your project. Claude Code loads it when a task matches its description.
Run `npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a codex`. Or copy the skill folder (.claude/skills/aframe-webxr in freshtechbro/claudedesignskills) into .agents/skills/aframe-webxr in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add freshtechbro/claudedesignskills --skill aframe-webxr -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/aframe-webxr, .gemini/skills/aframe-webxr, .github/skills/aframe-webxr and .opencode/skills/aframe-webxr in your project.
Going by SKILL.md and its folder, Aframe Webxr needs Python and JavaScript for the scripts in its folder. Our summary lists: Python 3; Node.js.
SKILL.md names 6 domains. In commands or code: aframe.io, cdn.jsdelivr.net and cdnjs.cloudflare.com; the agent is likely to contact these when it follows the instructions. As links in the text: github.com, w3.org and threejs.org. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Aframe Webxr is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 6.8k tokens (SKILL.md is roughly 27k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 17k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Aframe Webxr: Polycss (layoutit/polycss, 759 stars), Scenario Kinetic Music Video (scenario-labs/skills, 913 stars), Fire Paper Loader (MengTo/Skills, 6.7k stars) and Image to Three.js Model (img2threejs/img2threejs, 18k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
freshtechbro (a GitHub user) maintains it in freshtechbro/claudedesignskills, which has 994 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on November 20, 2025.
Source: freshtechbro/claudedesignskills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.