---
title: "Face where the pointer is"
package: "@phaser-ae/aim-3d"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Turns 3D objects to face the spot the pointer marks in the world, through the full circle and up or down, for turrets, twin-stick ships, heads and click-to-move characters."
url: https://phaser.io/packs/aim-3d
site: Phaser - https://phaser.io
---

# Face where the pointer is

An object turns to face the spot the pointer lands on in the world, through the full 360°, in front of it or behind
it. It is the pointer control a character, a turret or a twin-stick ship needs, and the one that feels right from
every camera angle.

## What it does

There are two kinds of pointer control in 3D. Relative controls, such as spinning a model or orbiting a camera, turn
by how far the pointer moves. This pack is absolute: it finds where the pointer is as a point in the world and turns
each aiming object to face it. That matters more than it sounds. A relative control turning a character reads
correctly while the character faces away from the camera and backwards while it faces the camera, because "left" is
measured on the screen. Absolute aiming never uses a direction on the screen, so the character walks towards the
cursor from any facing.

A screen point is a ray, not a place, so the pack meets it with a surface you choose. `'self'` uses the horizontal
plane through the object, so a raised gun aims level rather than at the floor. `'ground'` uses the floor, for a
character walking to the spot under the cursor. `'view'` puts the point a set `range` along the pointer's ray, the
only surface that can aim up as well as down, for a turret or a head following the player across the sky. If a
plane is missed, the object holds its facing rather than snapping to a nonsense heading.

Each step every aiming object turns towards the point. `turnRate` 0 snaps; above 0 it turns at that many radians a
second, always the short way round, slowing to land exactly on the target instead of juddering across it. `up` and
`down` limit elevation in plain terms, and a dead zone keeps an object from spinning when the point is right on top
of it.

## Features

- **Absolute aiming** — face the point under the pointer from any facing, behind or in front.
- **Three surfaces** — level aim at the object's own height, aim at the floor, or a full hemisphere along the view.
- **Turn rate** — snap, or turn at a set speed by the shortest way and settle cleanly.
- **Elevation limits** — `up` and `down` in radians, clamping the target so a barrel stops at its limit.
- **Tilt** — pitch towards the point for turrets and flyers, off for walkers that should stay upright.
- **Model offset** — a yaw offset for models not built facing forward along +z.
- **A fixed target** — set `game.aim.at` to a world point, or back to null to follow the pointer.
- **Per-object options** — each object added can have its own surface, rate and limits.

## Good for

- **Twin-stick shooters** — the ship turns to face the cursor wherever it is on screen.
- **Turret and tower defence games** — barrels that track the pointer up into the sky with realistic elevation
  limits.
- **Click-to-move games** — a character that turns towards the spot under the cursor and stays upright.
- **Characters that look at the player** — a head with small elevation limits, tracking a point.
- **Top-down 3D action** — an aim direction that stays true however the camera is placed.
- **Reticles and splash points** — `game.aim.point` gives the world position under the cursor for other effects.

## Make it yours

Every option, `surface`, `range`, `turnRate`, `tilt`, `up`, `down`, `offset` and `deadZone`, can be set for the whole
pack and overridden per object when it is added. A heavy tank turret might aim level with `surface: 'self'`, a slow
turn rate and almost no elevation. An anti-aircraft gun uses `'view'`, a brisk turn rate, a generous upward limit and
tilt on. A walking hero uses `'ground'` and stays upright. Aiming at something other than the pointer, a picked
object or a point on the terrain, is a matter of finding it yourself and setting `game.aim.at`.

## A quick look

A turret aiming over the full hemisphere and a player walking towards the cursor:

```ts
game.aim.add(turret, { surface: 'view', up: 1.1, down: 0.35 });  // aims over the full hemisphere
game.aim.add(player, { surface: 'ground', turnRate: 8 });        // walks toward the cursor, stays upright
game.aim.at = { x: 0, y: 4, z: 0 };                              // …or at a fixed point
game.aim.at = null;                                              // back to the pointer
const spot = game.aim.point;                                     // where the cursor is in the world
```

## Works with

- `world-3d` — required; its picking and screen rays find a target on real geometry, and its `lookAt` turns an
  object to face a point once.
- `attach-3d` — a turret whose base turns flat while its barrel elevates is two objects, the barrel attached to the
  mount.
- `turntable` — the relative control, for an object the player grabs and spins.
- `rig-orbit` and `rig-fps` — relative controls for the camera.

## Good to know

- The aim point is a plane hit or a fixed distance along the ray, never the geometry under the cursor; resolve that
  yourself and set `game.aim.at`.
- It writes only yaw and pitch, never roll, so a banking aircraft is the game's own to do.
- One object is one facing: a turning base with an elevating barrel is two objects.
- Headless there is no pointer, so objects hold their facing.

---

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