---
title: "3D tag collision rules: API"
package: "@phaser-ae/collision-3d"
tier: Free
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "Overlap rules by tag for 3D games, with boxes and spheres in x, y and z, solid separation, contacts and raycasts, and no physics simulation behind them."
url: https://phaser.io/packs/collision-3d/api
site: Phaser - https://phaser.io
---

# 3D tag collision rules: API

`@phaser-ae/collision-3d` — Overlap rules by tag in a 3D world: boxes and spheres in x, y and z, solid separation, contacts and raycasts, with no dynamics.

## The pack

### `collision3d`

```ts
function collision3d(): Pack<{ collide: Collide3dApi }>
```

Overlap rules by tag and positional separation in a 3D world, with no dynamics. Runs after the game's own steps and after `physics-3d`.

## Types

### `Collide3dApi`

```ts
interface Collide3dApi
```

`game.collide` in a 3D world. Rules are scene-scoped: removed when the scene that made them exits.

- `on(tagA: string, tagB: string, cb: Hit3dFn): void` — Overlap callback for every (a, b) pair of tags, each fixed step, after simulation.
- `solid(tagA: string, tagB: string, opts?: { push?: 'a' | 'b' | 'both'; cb?: Hit3dFn }): void` — Keep A out of B by moving A (`push: 'a'`, default), B, or both, along the shallowest axis. Positional only, no velocity.
- `overlaps(h: Handle, tag?: string): Handle[]` — Every live object overlapping `h` right now, optionally only those tagged `tag`.
- `test(a: Handle, b: Handle): boolean` — Do these two overlap right now?
- `contact(a: Handle, b: Handle): Contact3d | null` — Which side of `a` `b` is on and how deep, or null when they do not overlap.
- `raycast(x: number, y: number, z: number, dx: number, dy: number, dz: number, maxDist: number, tag?: string): Hit3d | null` — The nearest object along a ray from `x, y, z` in direction `dx, dy, dz` within `maxDist`, or null; `tag` limits the candidates.
- `shape(h: Handle, shape: Shape3d): void` — Give an object a shape of its own after spawning it.

### `Contact3d`

```ts
interface Contact3d
```

Which face of `a` the contact is on, how deep it goes, and the push that separates them.

- `side: 'left' | 'right' | 'bottom' | 'top' | 'back' | 'front'` — The side of `a` that `b` is against: `'bottom'` is what "am I standing on it" means (y is up).
- `overlap: number` — The penetration on that axis, world units.

### `Hit3d`

```ts
interface Hit3d
```

A `raycast` result.

- `handle: Handle` — The object hit.
- `distance: number` — Distance from the ray's origin, world units.
- `x: number` — Where the ray met it, world x.
- `y: number` — Where the ray met it, world y.
- `z: number` — Where the ray met it, world z.

### `Hit3dFn`

```ts
type Hit3dFn = (a: Handle, b: Handle, contact: Contact3d) => void
```

A rule callback: `(a, b)` in the order the rule named its tags, plus the contact, read before any separation.

### `Shape3d`

```ts
interface Shape3d
```

An object's shape, as spawn data (`collide: { … }`) or `game.collide.shape(h, …)`. Sizes are in the object's own units: its scale multiplies them.

- `shape?: 'box' | 'sphere'` — `'box'` (default) or `'sphere'`.
- `size?: [number, number, number]` — A box's size `[w, h, d]`. Default `[1, 1, 1]`: the mesh's own size.
- `radius?: number` — A sphere's radius. Default half the largest side of the box.
- `offset?: [number, number, number]` — The shape's center from the object's origin, `[x, y, z]`: a model's box sits on its feet. Default `[0, 0, 0]`.

---

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