---
title: "Orbit Camera Rig: API"
package: "@phaser-ae/rig-orbit"
tier: Free
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "The orbit and chase camera for a 3D world, with drag to turn, wheel to zoom towards the cursor, panning, flying and smooth following of any object."
url: https://phaser.io/packs/rig-orbit/api
site: Phaser - https://phaser.io
---

# Orbit Camera Rig: API

`@phaser-ae/rig-orbit` — Drag to turn, wheel to zoom, follow an object — the orbit and chase camera for a 3D world.

## The pack

### `rigOrbit`

```ts
function rigOrbit(opts: OrbitOptions = {}): Pack<{ rig: OrbitRigApi }>
```

The orbit rig: drag turns the camera, the wheel pulls it in and out, and `follow` eases the point it
orbits onto an object — which is all a chase camera is. Requires a 3D world; it writes only the
camera's yaw, pitch, distance and focus.

## Types

### `OrbitOptions`

```ts
interface OrbitOptions
```

Manifest options.

- `distance?: number` — Starting distance from the focus, world units. Default 12.
- `minDistance?: number` — Closest the wheel may pull in. Default 2.
- `maxDistance?: number` — Furthest the wheel may push out. Default 200.
- `yaw?: number` — Starting yaw, radians. Default 0.6.
- `pitch?: number` — Starting pitch, radians; positive looks down. Default 0.35.
- `minPitch?: number` — Lowest pitch a drag may reach. Default −0.2 (a shade below level).
- `maxPitch?: number` — Highest pitch, looking straight down. Default 1.45.
- `sensitivity?: number` — Radians per pixel dragged. Default 0.01.
- `invertY?: boolean` — Drag up to look up rather than down. Default false.
- `zoomSpeed?: number` — Distance change per wheel notch. Default 0.01 per unit of wheel delta.
- `smoothing?: number` — How quickly the focus catches a followed object: 1 is instant, 0.1 is a lazy chase. Default 0.15.
- `drag?: boolean` — Drag to orbit. Set false to drive yaw and pitch yourself. Default true.
- `pan?: boolean` — Right-drag, or shift-drag, moves the focus in the screen plane. Default true.
- `zoomToCursor?: boolean` — The wheel dollies toward the POINT UNDER THE CURSOR rather than the middle of the screen. Default true, and it is the difference between a camera that inspects a scene and one that fights you: zooming to the centre means every zoom is followed by a pan to put back what you were looking at.
- `autoRotate?: number` — Idle spin, radians a second. Pauses while dragging or flying. Default 0 — off.
- `fly?: boolean` — WASD / arrows to move and Q/E to rise and fall, shift for three times the speed. Default false.
- `flySpeed?: number` — Fly speed, world units a second. Default scales with `distance`, so it stays sane at any zoom.

### `OrbitRigApi`

```ts
interface OrbitRigApi
```

`game.rig`: the orbit camera.

- `follow(target: Handle | null): void` — Follow an object: the focus eases to it every step. Pass null to stop.
- `focus(x: number, y: number, z: number): void` — Point the focus at a fixed place (and stop following).
- `readonly target: Handle | null` — The object being followed, or null.
- `readonly focusX: number` — Where the focus is now, world x — after following, panning and flying have had their say. v2's rig exposed its pivot as a live point; here the setter is `focus()` and these are the readback.
- `readonly focusY: number` — The focus's world y.
- `readonly focusZ: number` — The focus's world z.
- `readonly eye: { x: number; y: number; z: number }` — Where the EYE actually is this step, derived from the focus, the angles and the distance.
- `minPitch: number` — The lowest pitch a drag may reach, radians. Live — a first-person eye and a chase cam want different floors.
- `maxPitch: number` — The highest pitch a drag may reach, radians. Live.
- `distance: number` — Distance from the focus; the wheel drives this too. Clamped to `minDistance`/`maxDistance`.
- `minDistance: number` — Closest the camera may come, world units. Default 2. The wheel and any code that writes `distance` are both clamped: a wheel that runs to zero puts the eye inside the subject, which every orbit demo hits within a few seconds of scrolling.
- `maxDistance: number` — Furthest it may go. Default 200. Raising it never leaves the camera stranded beyond the new ceiling.
- `yaw: number` — Orbit angle, radians.
- `pitch: number` — Pitch, radians; positive looks down.
- `height: number` — Height above the followed object the focus aims at (head height rather than feet). Default 0.
- `drag: boolean` — Turn the drag-to-orbit handling off and on.
- `pan: boolean` — Right-drag or shift-drag pans the focus. Live.
- `zoomToCursor: boolean` — The wheel dollies toward the cursor. Live.
- `zoomSpeed: number` — Distance change per unit of wheel delta; 0 turns the wheel off. Live, so a game can enable the wheel it composed off.
- `autoRotate: number` — Idle spin, radians a second; 0 is off. Live.
- `fly: boolean` — WASD / arrows fly, Q/E rise and fall. Live, so a demo can turn a chase camera into a free probe without rebuilding the rig. The first fly key STICKS the rig into EXPLORE mode: from then on a drag LOOKS AROUND from where the camera is instead of swinging it about the focus. Keys move you through the world, the mouse turns your head — which is the only model that makes sense once you have left the thing you were orbiting.
- `flySpeed: number` — Fly speed, world units a second; 0 scales it with `distance`. Live.
- `floor: ((x: number, z: number) => number) | null` — GROUND CLAMP: the world height at (x, z). The EYE never sinks below it plus `floorMargin`, so a low orbit glides along the terrain instead of tunnelling into it. `rig.floor = (x, z) => terrain.heightAt(x, z)`. Null is off.
- `floorMargin: number` — How far the eye stays above `floor`. Default 1.5.
- `enabled: boolean` — Release the camera and ignore input. Default true.
- `exploring: boolean` — True once a fly key has put the rig into explore mode; assigning false hands it back to orbiting.

---

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