8th Wall Documentation

website·Indexed 33 days ago

https://8thwall.org/docs

Developer documentation for 8th Wall, an open-source platform for building WebAR experiences. Includes guides for 8th Wall Studio, XR effects (Face, Image Targets, and World effects), physics, audio, and 3D model conversion to GLB format, as well as troubleshooting for iOS and Android browser requirements.

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What's inside 8th Wall

  1. Overview of XrController for 6DoF camera tracking

    XrController is the engine component responsible for providing 6DoF (Six Degrees of Freedom) camera tracking and the necessary interfaces to configure how that tracking is performed.
  2. Overview of Gaussian Splatting in 8th Wall

    Gaussian splatting allows developers to capture real-world scenes using a smartphone and render them as immersive 3D models in WebAR. Unlike traditional meshes that use polygons and textures, splats consist of millions of independent 'blobs' that capture intricate real-world details and textures in a 360-degree model.
  3. Overview of 8th Wall Open Source Platform

    8th Wall is an open-source platform for building 3D experiences and WebAR. It is free to use, requires no account/login, and allows developers to use their own source control and hosting. The platform consists of the XR Engine (distributed as a binary), 8th Wall Desktop (visual editor), and various open-source utilities and example projects.
  4. Overview of the LandingPage module

    The LandingPage module is used to generate a custom landing page for Web AR experiences. It provides functionality to manage the initial user entry point and can be integrated into the project via a camera pipeline module.
  5. Overview of the 8th Wall Engine API

    The Engine API provides low-level access to the underlying 8th Wall AR engine. It is intended for developers who need fine-grained control over camera input, frame processing, or the integration of custom WebGL and computer vision workflows. Key areas include:

    • 8th Wall Camera Pipeline Modules: Pre-developed modules by 8th Wall.
    • Custom Camera Pipeline Modules: Interfaces for implementing custom camera frame processing.
  6. Overview of Vec3 in 8th Wall ECS

    The Vec3 interface represents a 3D vector using (x, y, z) coordinates. It can be used to represent points in space, directional vectors, or any data with three ordered dimensions. Vec3 objects can be multiplied by 4x4 matrices (Mat4) using homogeneous coordinate math for 3D geometry computations. The Vec3Source interface allows any object with {x: number, y: number, z: number} properties to be used as an input for Vec3 factories and algorithms.
  7. Overview of XR8.GlTextureRenderer

    XR8.GlTextureRenderer is a module used to draw the camera feed to a canvas. It provides a camera pipeline module and additional utilities for performing GL drawing operations, such as rendering from textures to canvases or other textures.
  8. Overview of 8th Wall Studio Event Categories

    8th Wall Studio uses an event-driven system to create interactive experiences. Events can be listened for globally or on specific entities. The events are categorized as follows:

    • XR Events: Emitted by camera pipeline modules (e.g., reality, facecontroller) for tracking Image Targets and Face detection.
    • Asset Events: Related to asset lifecycle, including loading and playback.
    • Camera Events: Triggered by camera state changes, such as active camera switches, attribute edits, and entity changes.
    • General Events: World-level events, such as changes to the active space.
    • Input Events: Triggered by user interactions, including touch, gestures, and UI clicks.
    • Physics Events: Emitted during physical interactions between entities, such as the start or end of collisions.
  9. Overview of Quaternions in 8th Wall ECS

    The Quat interface represents a 3D rotation using (x, y, z, w) coordinates. Quaternions can be converted to and from 4x4 rotation matrices using the Mat4 interface. They are created using the ecs.math.quat factory or through operations on existing Quat objects. The QuatSource interface allows any object with {x: number, y: number, z: number, w: number} properties to be used as a data source for quaternion algorithms.
  10. Overview of the 8th Wall Studio API

    The Studio API is used to build structured, dynamic, and stateful AR experiences that respond to player input and real-time interactions. It is composed of three primary systems:

    1. Entity-Component System (ECS): Used to create, modify, and organize entities and components at runtime.
    2. World: The central container for all spaces, entities, queries, and observers. It manages the scene graph, entity hierarchies, transforms, and spaces.
    3. Events: A system for sending and responding to runtime events within the Studio environment.
  11. Overview of the Input Manager in 8th Wall Studio

    The Input Manager allows developers to map physical inputs (touch, keyboard, mouse, and gamepad) to logical 'Actions'. This abstraction allows the application to respond to concepts (e.g., 'jump') regardless of which physical key or button triggered it. Input management is handled via the Space Settings in the Inspector when no entity is selected.
  12. Overview of 8th Wall Image Targets

    8th Wall Image Targets allow developers to detect and track flat, cylindrical, and conical shaped images to trigger AR experiences and anchor content. Image targets can be used alongside World Tracking (SLAM). The engine supports tracking up to 32 image targets simultaneously.