The A-Frame camera docs say to create a HUD like this:
<a-entity camera look-controls>
<a-entity geometry="primitive: plane; height: 0.2; width: 0.2" position="0 0 -1"
material="color: gray; opacity: 0.5"></a-entity>
</a-entity>
However, this causes the HUD element to be clipped by in-game objects. Normally HUDs are rendered on a separate layer above all the other game objects. Is there a simple way to fix this?
You have to:
renderer.sortObjects = true;
this.el.object3D.renderOrder = 100;
material.depthTest = false;
I created a simple overlay
component that easily applies the above to any entity.
AFRAME.registerComponent("overlay", {
dependencies: ['material'],
init: function () {
this.el.sceneEl.renderer.sortObjects = true;
this.el.object3D.renderOrder = 100;
this.el.components.material.material.depthTest = false;
}
});
<a-entity camera look-controls wasd-controls position="0 1.6 0">
<a-plane id="hud" overlay rotation="0 0 0" position="0 0 -2" width="1" height="1" color="purple" shadow></a-plane>
</a-entity>
Example on glitch