---
title: "First-Person Camera Rig: API"
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/api
site: Phaser - https://phaser.io
---

# First-Person Camera Rig: API

`@phaser-ae/rig-fps` — Mouse look and WASD movement from inside the world — pointer-locked or by dragging.

## The pack

### `rigFps`

```ts
function rigFps(opts: FpsOptions = {}): Pack<{ rig: FpsRigApi }>
```

The first-person rig: mouse or drag to look, WASD (or the arrows) to move, shift to sprint, and space
and control to rise and fall while flying. Requires a 3D world; it drives the camera as an eye, so the
world's `distance` stays 0.

## Types

### `FpsOptions`

```ts
interface FpsOptions
```

Manifest options.

- `speed?: number` — Metres per second walking. Default 6.
- `sprint?: number` — Speed multiplier while the sprint key is held. Default 1.8.
- `eyeHeight?: number` — Eye height above the floor, world units. Default 1.7.
- `fly?: boolean` — Start flying (no floor, and looking up flies up). Default false.
- `sensitivity?: number` — Radians of turn per pixel of mouse movement. Default 0.0022.
- `invertY?: boolean` — Look up when the mouse moves down. Default false.
- `lockPointer?: boolean` — Lock the pointer on the first click, so looking does not need a held button. Default true.
- `maxPitch?: number` — How far down the player may look, radians. Default 1.5.
- `minPitch?: number` — How far up, radians (negative looks up). Default −1.5.
- `start?: { x: number; y: number; z: number }` — Where to stand at the start. Default 0, eyeHeight, 0.

### `FpsRigApi`

```ts
interface FpsRigApi
```

`game.rig`: the first-person camera.

- `floor: ((x: number, z: number) => number) | null` — Authoritative ground query while walking; null keeps the original flat floor.
- `canMove: ((from: { x: number; y: number; z: number }, to: { x: number; y: number; z: number }) => boolean) | null` — Optional movement validator for terrain slopes, cliffs or world bounds.
- `x: number` — Eye x.
- `y: number` — Eye y.
- `z: number` — Eye z.
- `yaw: number` — Look yaw, radians.
- `pitch: number` — Look pitch, radians; positive looks down.
- `speed: number` — Walking speed.
- `fly: boolean` — Fly, or stay at eye height above the floor.
- `eyeHeight: number` — Eye height above the floor when walking.
- `readonly locked: boolean` — Whether the browser currently has the pointer locked.
- `moveTo(x: number, y: number, z: number): void` — Put the player somewhere without a sweep.
- `readonly intent: { x: number; y: number; z: number }` — Where the player is trying to go this step, in world units — before anything clamps it. A game that wants walls reads this together with `previous`, decides where the player may actually stand, and calls `moveTo`.
- `readonly previous: { x: number; y: number; z: number }` — Where the player stood at the START of this step. Clamping needs both ends of the move: without it a game cannot tell where the player came from, because the rig has already taken the step.
- `lock(): void` — Ask the browser for pointer lock (needs a user gesture).
- `unlock(): void` — Release it.

---

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