---
title: "Follow camera: API"
package: "@phaser-ae/rig-follow"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "A 2D camera that follows one object or frames several, with a deadzone, smoothing, an offset, look-ahead, zoom-to-fit, level bounds and a clean cut on teleport."
url: https://phaser.io/packs/rig-follow/api
site: Phaser - https://phaser.io
---

# Follow camera: API

`@phaser-ae/rig-follow` — A 2D camera that follows one object or frames several: deadzone, smoothing, offset, look-ahead, zoom-to-fit, bounds and a cut on teleport.

## The pack

### `follow`

```ts
function follow(opts: FollowOptions = {}): Pack<{ rig: RigApi }>
```

The follow-camera rig pack. Moves the camera after `physics-2d` (`rig-follow.camera` step) towards the followed
object or objects, with a deadzone, smoothing, an offset, look-ahead, zoom-to-fit, bounds and a cut on teleport,
and returns `rig`. Requires a 2D world.

## Types

### `FitOptions`

```ts
interface FitOptions
```

Zoom-to-fit: while following several objects, zoom so they all stay in view.

- `padding?: number` — World units kept clear between the outermost target and the view's edge. Default 48.
- `minZoom?: number` — The furthest out the camera zooms, however far apart the targets are. Default 0.25.
- `maxZoom?: number` — The furthest in it zooms, however close together they are. Default 1.

### `FollowOptions`

```ts
interface FollowOptions
```

Manifest options.

- `deadzone?: number | { w: number; h: number }` — The box the target may roam in before the camera moves, world units: a number is a square half-size, `{ w, h }` a full rectangle. Default 0.
- `smoothing?: number` — Fraction of the gap closed per fixed step, 0 locked to 1 instant. Default 0.15.
- `offset?: { x: number; y: number }` — World units from the target to the framed point. Default `{ x: 0, y: 0 }`.
- `lookAhead?: number` — Seconds of the target's motion to lead by. Default 0.
- `snapDistance?: number` — The one-step jump, world units, treated as a teleport. Default 256; 0 never cuts.
- `fit?: FitOptions` — Zoom so several followed objects stay in view. Default off.

### `RigApi`

```ts
interface RigApi
```

`game.rig`: the follow camera.

- `follow(h: Handle | readonly Handle[] | null): void` — Track this object, or several (the camera frames the middle of them); null stops. Scene-scoped: cleared when the scene exits. A jump over `snapDistance` in one step cuts the camera instead of sweeping it.
- `readonly target: Handle | null` — The first followed object, or null.
- `readonly targets: readonly Handle[]` — Every followed object.
- `deadzone: number | { w: number; h: number }` — The box around the screen centre the target may move in before the camera follows: a number is a square half-size, `{ w, h }` a full rectangle.
- `smoothing: number` — 0 = locked, 1 = instant. Per-step smoothing: the camera closes a fraction of the gap each step, so it speeds up to catch a moving target and eases to a stop behind one that stopped. Zoom-to-fit eases at the same rate.
- `offset: { x: number; y: number }` — World units from the target to the point the camera frames: `{ x: 0, y: -40 }` keeps a platformer's hero below the centre.
- `lookAhead: number` — Seconds of the target's motion the camera leads by: it looks where the target is going. 0 is none.
- `snapDistance: number` — A target that moves further than this in one step has teleported (a respawn, a wrap): the camera cuts with it. 0 never cuts.
- `fit: FitOptions | null` — Zoom-to-fit for several targets, or null to leave the zoom alone.
- `bounds(rect: { x: number; y: number; w: number; h: number } | null): void` — Clamp the camera so the view never leaves this rect (a tilemap's `bounds()`). Scene-scoped. `null` clears. A rect smaller than the view centres on it.

---

## For AI agents: Phaser AE

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