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npc-walk
The npc-walk component controls the movement and animation of a non-player character (NPC). It lets you customize how the NPC moves — either by walking randomly within a defined area or by following a set of predefined points. The component also provides properties to fine-tune speed, rotation, and path behavior.
⚠️ Project setup required
The npc-walk component relies on A-Frame, ammo.js and the physics system, which must be loaded as UMD globals before use. Follow Game components — Setup to prepare a fresh project before continuing.
Import
Once the project setup is in place, side-effect import the component so it self-registers on AFRAME:
js
import "spatial-design-system/components/game/npcWalk.js";Example: points type
NPC follows a path defined by array of points.
html
<a-entity
npc-walk="
type: points;
points: 0 1 5, 5 1 5, 5 1 0;
"
></a-entity>- See Quick Start section for all movement customization options.
- See Scene setup section for how to set up the scene and entities.
Example: randomMoving type
NPC moves randomly within a defined area.
html
<a-entity
npc-walk="
type: randomMoving;
xMin: -5;
xMax: 5;
zMin: -5;
zMax: 5;
"
></a-entity>- See Quick Start section for all movement customization options.
- See Scene setup section for how to set up the scene and entities.
Quick start (How it works)
Movement Type (type):
- Defines the movement behavior mode (default value:
points).points: Follows a defined path of coordinates.randomMoving: Wanders randomly within a defined boundary area.
html
<a-entity
npc-walk="
type: points;
"
></a-entity>Path Configuration (points type):
points: Comma-separated list of 3D coordinates for the NPC to follow (default value:0 2 5, 5 5 5, 5 10 0).
html
<a-entity
npc-walk="
type: points;
points: 0 1 5, 5 1 5, 5 1 0;
"
></a-entity>Path Traversal Rules (points type):
cyclePath: Loops back to the first point after reaching the last one (default value:true).- When set to
false, the NPC walks back through the points in reverse order.
- When set to
html
<a-entity
npc-walk="
type: points;
cyclePath: true;
"
></a-entity>randomizePointsOrder: Visits defined points in a random sequence (default value:false).
html
<a-entity
npc-walk="
type: points;
randomizePointsOrder: true;
"
></a-entity>stopAtLastPoint: Stops moving permanently after reaching the final point (default value:false).
html
<a-entity
npc-walk="
type: points;
stopAtLastPoint: true;
"
></a-entity>Area Bounds (randomMoving type):
xMin/xMax: Minimum and maximum X-axis boundaries (default values:-5/5).zMin/zMax: Minimum and maximum Z-axis boundaries (default values:-5/5).
html
<a-entity
npc-walk="
type: randomMoving;
xMin: -5;
xMax: 5;
zMin: -5;
zMax: 5;
"
></a-entity>yMin/yMax: Minimum and maximum Y-axis vertical boundaries (default values:0/5).- NOTE:
yMinandyMaxare only applied ifaltitudeis set totrue(default value:false).
- NOTE:
html
<a-entity
npc-walk="
type: randomMoving;
xMin: -5;
xMax: 5;
yMin: 0;
yMax: 5;
altitude: true;
zMin: -5;
zMax: 5;
"
></a-entity>Vertical movement and gravity:
allowGravity: Applies gravity to the NPC (default value:true). When disabled, the NPC can fly.
html
<a-entity
npc-walk="
allowGravity: false;
"
></a-entity>altitude: Enables vertical movement (default value:false).- NOTE: When set to
true,allowGravityis automatically disabled.
- NOTE: When set to
html
<a-entity
npc-walk="
altitude: true;
"
></a-entity>Speed and rotation:
speed: Movement speed (default value:4).
html
<a-entity
npc-walk="
speed: 4;
"
></a-entity>rotationSpeed: Speed at which the NPC rotates (default value:500).
html
<a-entity
npc-walk="
rotationSpeed: 500;
"
></a-entity>allowRotation: Enables smooth rotation toward the target point (default value:true).
html
<a-entity
npc-walk="
allowRotation: false;
"
></a-entity>Animations:
walkClipName: Animation name for walking (default value:Walk).
html
<a-entity
npc-walk="
walkClipName: Walk;
"
></a-entity>idleClipName: Animation name for idle/waiting (default value:Idle).
html
<a-entity
npc-walk="
idleClipName: Idle;
"
></a-entity>crossFadeDuration: Duration of the animation crossfade in seconds (default value:0.2).
html
<a-entity
npc-walk="
crossFadeDuration: 0.5;
"
></a-entity>Timing & Delays:
waitBeforeStart: Delay in seconds before the NPC begins moving (default value:0).
html
<a-entity
npc-walk="
waitBeforeStart: 1;
"
></a-entity>pauseAtPoints: Rest duration in seconds the NPC waits after reaching each point (default value:0).
html
<a-entity
npc-walk="
pauseAtPoints: 1;
"
></a-entity>Target Tolerance:
horizontalPointTolerance: Horizontal distance to consider the target position reached (default value:0.1).
html
<a-entity
npc-walk="
horizontalPointTolerance: 0.1;
"
></a-entity>verticalPointTolerance: Vertical distance to consider the target position reached (default value:0.1).
html
<a-entity
npc-walk="
verticalPointTolerance: 0.1;
"
></a-entity>Movement Smoothing:
slowDownRadius: Distance from the target at which the NPC starts to slow down (default value:1.5).
html
<a-entity
npc-walk="
slowDownRadius: 1.5;
"
></a-entity>minSlowdownSpeed: Minimum speed when slowing down (default value:0.5).
html
<a-entity
npc-walk="
minSlowdownSpeed: 0.5;
"
></a-entity>Scene setup
Use parent (logic) and child (visual) structure. Read more about the parent-child structure.
js
import "spatial-design-system/components/game/npcWalk";html
<a-scene physics="driver: ammo;">
<a-entity
npc-walk="
walkClipName: Walk;
idleClipName: Idle;
type: points;
points: 0 1 5, 5 1 5, 5 1 0;
speed: 5;"
id="dog-character"
ammo-body="type: dynamic; angularFactor: 0 0 0; mass: 20; activationState: disableDeactivation"
position="5 1.8 5" >
<a-entity gltf-model="#dog" ammo-shape="type: hull;" position="0 -1.5 0" scale="3 3 3"></a-entity>
</a-entity>
</a-scene>points
The points mode makes the NPC follow predefined positions such as 0 1 5, 5 1 5, 5 1 0.
html
<a-entity
npc-walk="
type: points;
points: 0 1 5, 5 1 5, 5 1 0;
"
></a-entity>Options
cyclePath(trueby default) → loop path (whenfalse, NPC goes back to the first point in reverse order)
javascript
cyclePath: false;randomizePointsOrder→ random order
javascript
randomizePointsOrder: true;stopAtLastPoint→ stop at end
javascript
randomizePointsOrder: true;randomMoving
In randomMoving mode, the NPC wanders randomly within a defined area. You can set the boundaries of this area using the xMin, xMax, yMin, yMax, zMin, and zMax properties.
html
<a-entity
npc-walk="
type: randomMoving;
xMin: -5;
xMax: 5;
zMin: -5;
zMax: 5;
"
></a-entity>The yMin and yMax properties are only applied if the altitude property is set to true. If altitude is false, the NPC simply maintains its current height.
html
<a-entity
npc-walk="
type: randomMoving;
altitude: true;
xMin: -5;
xMax: 5;
yMin: -5;
yMax: 5;
zMin: -5;
zMax: 5;
"
></a-entity>Features
- add
walkClipNameandidleClipNamefor animations
javascript
walkClipName: Walk;
idleClipName: Idle;- adjust movement speed with
speed
javascript
speed: 10;- enable smooth rotation with
allowRotationand control rotation speed withrotationSpeed
javascript
allowRotation: true;
rotationSpeed: 500;- enable vertical movement with
altitude
javascript
altitude: true;- set delay before starting movement with
waitBeforeStart
javascript
waitBeforeStart: 3;- set pause duration at each point with
pauseAtPoints
javascript
pauseAtPoints: 2;- configure point reach tolerance with
horizontalPointToleranceandverticalPointTolerance
javascript
horizontalPointTolerance: 0.5;
verticalPointTolerance: 0.5;Parent-child structure
To create a functional NPC character, we strongly recommend using a parent-child structure. This separates the physics calculations from the visual representation, giving you precise control over the character's pivot point and interaction with the ground.
Parent Entity (The Logic): The main container holds the npc-walk component and the physics body (ammo-body). It represents the character's physical presence in the world.
- Set
angularFactor: 0 0 0to prevent the NPC from tipping over or rolling unpredictably. - Use
activationState: disableDeactivationto ensure the physics engine never puts the character to "sleep" when it pauses at a point or waits to start moving.
Child Entity (The Visual): This entity contains the 3D model (gltf-model) and the physics shape (ammo-shape).
- You will often need to adjust the child's vertical position (e.g.,
position="0 -1.5 0") to ensure the model's feet touch the ground properly, as the parent physics body is usually centered at its middle point.
html
<a-scene physics="driver: ammo;">
<a-assets>
<a-asset-item id="dog" src="/models/Dog.glb"></a-asset-item>
</a-assets>
<a-entity
npc-walk="
walkClipName: Walk;
idleClipName: Idle;
type: points;
points: 0 1 5, 5 1 5, 5 1 0;
speed: 5;"
id="dog-character"
ammo-body="type: dynamic; angularFactor: 0 0 0; mass: 20; activationState: disableDeactivation"
position="5 1.8 5" >
<a-entity gltf-model="#dog" ammo-shape="type: hull;" position="0 -1.5 0" scale="3 3 3"></a-entity>
</a-entity>
</a-scene>Props
| Property | Type | Default | Description | Used In |
|---|---|---|---|---|
| walkClipName | string | Walk | Name of the animation clip used when the NPC is walking. | All types |
| idleClipName | string | Idle | Name of the animation clip used when the NPC is idle. | All types |
| speed | number | 4 | Movement speed of the NPC in units per second. | All types |
| altitude | boolean | false | If altitude is true, the character adjusts its height to reach the target’s exact position. | All types |
| pauseAtPoints | number | 0 | Duration (in seconds) the NPC waits after reaching each point. | All types |
| waitBeforeStart | number | 0 | Delay (in seconds) before the NPC begins moving when initialized. | All types |
| horizontalPointTolerance | number | 0.1 | Tolerance distance on the X and Z axes to consider the NPC has reached the target position. Used when altitude is false. | All types |
| verticalPointTolerance | number | 0.1 | 3D tolerance distance (X, Y, Z) to consider the NPC has reached the target position. Used when altitude is true. | All types |
| allowRotation | boolean | true | When true, it allows the NPC to rotate smoothly in the direction of movement. | All types |
| rotationSpeed | number | 500 | Speed at which the NPC rotates toward its walking direction (degrees per second). | All types |
| type | enum (randomMoving, points) | points | Defines how the character moves. | |
| points | string | "0 2 5, 5 5 5, 5 2 0" | Array of positions the NPC walks through in order. | points |
| cyclePath | boolean | true | If true, the NPC loops back to the first point after reaching the last one, forming a continuous cycle. | points |
| randomizePointsOrder | boolean | false | If true, the NPC visits defined points in a random sequence instead of the defined order. | points |
| stopAtLastPoint | boolean | false | If true, the NPC stops moving after reaching the last point in the sequence. Forces randomizePointsOrder to false. | points |
| xMin | number | -5 | Minimum allowed position along the X-axis. | randomMoving |
| xMax | number | 5 | Maximum allowed position along the X-axis. | randomMoving |
| zMin | number | -5 | Minimum allowed position along the Z-axis. | randomMoving |
| zMax | number | 5 | Maximum allowed position along the Z-axis. | randomMoving |
| yMin | number | 0 | Minimum allowed position along the Y-axis. Applied only when altitude is true. | randomMoving |
| yMax | number | 5 | Maximum allowed position along the Y-axis. Applied only when altitude is true. | randomMoving |
Events
The npcWalk component emits the following events as the NPC progresses along its path, so other components can react to its behavior:
| Event | Parameters | Description |
|---|---|---|
| npc-point-reached | { index: number, position: { x, y, z } } | Emitted whenever the NPC reaches its current target point. index is the point index (in points mode). |
| npc-pause-start | { index: number } | Emitted when the NPC starts pausing at a point (requires pauseAtPoints). |
| npc-pause-end | { index: number } | Emitted when the NPC finishes pausing and resumes moving. |
| npc-path-completed | { index: number } | Emitted when the NPC reaches the final point of its path (requires stopAtLastPoint). |
Note
You can listen to these events to trigger dialogue, spawn objects, or update game state as the NPC moves.
js
el.addEventListener("npc-point-reached", (event) => {
console.log(event.detail.index, event.detail.position);
});Credits & 3D Models Attribution
The project utilizes 3D assets from Poly.pizza. Below is the attribution for each model used in the games.
Creative Commons Attribution (CC BY)
The following models require attribution to the original creator as per the CC BY 3.0 license.
| Model Name | Author |
|---|---|
| Earth, Mercury, Mars, Venus, Paper airplane | Poly by Google |
| Tree Assets | Ben Desai |
| Spaceship | Liz Reddington |
| Sun | Zoe XR |
Public Domain (CC0)
The following models are provided under the CC0 1.0 license (Public Domain).
| Model Name | Author |
|---|---|
| Dock, Fox, Rock, Spaceship Enemy, Planet (Saturn), Planet (Jupiter) | Quaternius |
