---
title: "First-Person Camera Rig"
package: "@phaser-ae/rig-fps"
tier: Free
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "The first-person camera for a 3D world, with mouse look that works from the first moment, WASD movement relative to the view, sprinting, optional flight and hooks for walls and ground."
url: https://phaser.io/packs/rig-fps
site: Phaser - https://phaser.io
---

# First-Person Camera Rig

The camera for any game played from the eyes: a walker, a shooter, a maze, an architectural tour. Mouse look,
WASD movement, sprinting and flight are handled, and the rig leaves walls and ground to your game through two simple
hooks.

## What it does

Mouse look works locked or unlocked. The first click asks the browser for pointer lock, which hides the cursor and
reports raw movement; before that, or on a browser that refuses, a held drag turns the view just the same. A game is
playable the moment it loads rather than after a click. Pitch is clamped so the view cannot roll over.

WASD or the arrows move relative to where the player looks, and shift sprints. While walking, movement is flattened
to the ground, so looking up never lifts anyone off the floor, and the eye stays at `eyeHeight`. With `fly` on,
forward follows the view up and down, and space and control rise and fall. The rig keeps the world camera at
distance 0, which is what makes it an eye rather than an orbit, and writes only the camera's position, yaw and pitch.

Walls are the game's business. Each step the rig publishes `intent`, where the player is trying to go, and
`previous`, where they started; a game with geometry reads both, decides where the player may actually stand, and
calls `moveTo`. With nobody clamping, the proposal is simply taken. For terrain, set `floor` to a height function and
walking follows the ground, and `canMove` can refuse a step for a slope, a cliff, a tree trunk or the edge of the
world.

## Features

- **Mouse look from the first moment** — pointer lock on the first click, and drag-to-look before it or without it.
- **View-relative movement** — WASD and the arrows, flattened while walking, with a sprint multiplier on shift.
- **Optional flight** — forward follows the view, with space and control to rise and fall.
- **Intent for walls** — `intent` and `previous` each step, and `moveTo` to place the player where the game allows.
- **Ground and limits** — `floor` for terrain height and `canMove` to refuse a step.
- **Comfort settings** — sensitivity, inverted vertical look and pitch limits.

## Good for

- **First-person exploration** — walking over hills and through forests with the eye on the ground.
- **First-person shooters and mazes** — walls handled by your own collision through `intent` and `moveTo`.
- **Architectural and scene tours** — a walk-through or a fly-through of a model or a level.
- **Free flight over a landscape** — forward follows the view, with space and control for height.
- **Games that must play instantly** — drag-to-look works before any click.

## Make it yours

The options set the walking `speed` and `sprint` multiplier, the `eyeHeight`, whether the player starts flying,
mouse `sensitivity` and `invertY`, the `minPitch` and `maxPitch` limits, whether to lock the pointer at all, and the
`start` position. `speed`, `fly`, `eyeHeight`, the position and the look are live properties too.

Two quite different games: a hillside walk where `floor` reads the terrain's height and `canMove` refuses slopes too
steep to climb, so the player follows the ground and turns back at cliffs; and a maze shooter on a flat floor whose
own grid collision reads `intent` and `previous` each step and calls `moveTo` with the nearest position clear of the
walls.

## A quick look

Walking a terrain, with steep slopes refused:

```ts
game.rig.floor = (x, z) => game.terrain.heightAt(x, z);
game.rig.canMove = (from, to) => game.terrain.slopeAt(to.x, to.z) < 0.5;
```

## Works with

- `world-3d` — the 3D world whose camera it drives.
- `terrain-3d` and `terrain-world-3d` — the ground heights that walking follows.
- `rig-orbit` — the alternative for a camera that looks at something from outside; a game has one or the other.
- `rig-minecraft` — the block-game scheme, with jumping, breaking and placing.

## Good to know

- It has no collision, gravity, jumping or step-up of its own: `intent` is where your game adds them.
- Pointer lock needs a user gesture, so the first click arms it; if the browser refuses, drag-look keeps working.
- The keys are WASD and the arrows with shift to sprint, and they cannot be rebound yet.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
