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Remove jump-ability toggle-velocity kinematic-body from misc README
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src/misc/README.md

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@@ -4,12 +4,9 @@ Various other components.
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- **checkpoint**: Target for [checkpoint-controls](/src/controls/checkpoint-controls.js).
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- **grab**: When used on one or both hands, lets the player pick up objects with `hand-controls`. Requires `sphere-collider` and using CANNON physics.
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- **jump-ability**: Allows player to jump using keyboard or gamepad, when physics is enabled. *Not VR-friendly*.
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- **normal-material**: Applies a MeshNormalMaterial to the entity, such that face colors are determined by their orientation. Helpful for debugging geometry.
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- **sphere-collider**: Detects collisions with specified objects. Required for `grab`.
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- **toggle-velocity**: Animates an object back and forth between two points, at a constant velocity.
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- **cube-env-map**: Applies a CubeTexture as the envMap of an entity, without otherwise modifying the preset materials.
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- **kinematic-body**: Constraints player movement using physics. *Deprecated — see below.*
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## `cube-env-map`
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| extension | File extension for each cubemap image. |
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| reflectivity | Amount [0,1] of the cubemap that should be reflected. |
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| materials | Names of materials to be modified. Defaults to all materials. |
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## `kinematic-body` (Deprecated)
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> **WARNING** *Using physics for movement is unstable and performs poorly. When preventing players from passing through obstacles, use a navigation mesh instead whenever possible.*
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The `kinematic-body` component constraints player movement using physics, and depends on [aframe-physics-system](http://github.com/donmccurdy/aframe-physics-system/). Using physics for locomotion is not VR-friendly, and often glitchy even for traditional 3D experiences. [Use a navigation mesh](https://github.com/donmccurdy/aframe-extras/tree/master/src/controls#usage) instead, whenever possible.

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