---
title: "Drag to spin an object"
package: "@phaser-ae/turntable"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "The model-viewer control, where you drag an object to turn it, flick it to keep it spinning and let it snap to a facing while the camera stays put."
url: https://phaser.io/packs/turntable
site: Phaser - https://phaser.io
---

# Drag to spin an object

Drag an object to turn it, flick it to keep it spinning, snap it to a facing. The camera stays where the shot was
framed and the subject turns under the player's hand.

## What it does

Set `game.turntable.target` to an object and the pack turns it as the player drags: yaw for side-to-side movement and,
with tilt on, pitch for up and down. The direction comes from the kernel's `dragToSpin`, shared with every other 3D
control, so drag right turns the object right and it cannot be wired backwards here on its own.

The flick is the part games get wrong. Letting go should let the object carry on and slow down, but taking the last
frame's movement as the throw throws nothing most of the time, because a hand usually stops for a frame or two before it
lifts. The velocity here is averaged over a short window, so a flick that ends in a pause still flicks, while a
deliberate pause still places the object without flinging it. With `snap` set, it settles on the facing the coast would
have reached, so a hard flick moves on by a facing instead of springing back.

It is not an orbit camera, though the picture looks the same: an orbit camera circles a still subject, while a
turntable turns the subject, so a lit set and a backdrop stay still around it. Nor is it an aim control; for an object
that should face the cursor, use `aim-3d`.

## Features

- **Drag to turn and tilt** — `sensitivity` in radians per pixel, with tilt held between `minPitch` and `maxPitch`
  short of vertical.
- **A flick that works** — throw velocity averaged over a short window, coasting down over `inertia` seconds.
- **Snapping** — to `snap` equally spaced facings, settling in `snapTime`, on the facing the flick aimed at.
- **Idle spin** — `autoSpin` radians a second, resuming after `autoDelay` seconds without input.
- **Live state** — `yaw`, `pitch`, `dragging`, `coasting` and `enabled`, and `reset` to ease back to square on.

## Good for

- **Character select screens**, turning the chosen hero on the spot.
- **Model and product viewers** where the subject spins and the lighting stays put.
- **Trophy rooms and collectibles** on a plinth, with a slow idle spin.
- **Objects to inspect** in a puzzle or adventure game, snapping to each face in turn.

## Make it yours

The options are `sensitivity` (0.01), `inertia` (0.7 seconds), `tilt` (on), `minPitch` and `maxPitch` (-1.2 and 1.2),
`autoSpin` (off), `autoDelay` (2 seconds), `snap` (off), `snapTime` (0.25 seconds) and `enabled`. Two different uses: a
showroom with free spin, a long coast and a slow idle spin that comes back two seconds after the player lets go; and a
character select with tilt off and `snap: 4`, so however hard the player flicks, the hero comes to rest square on to
the front, a side or the back.

## A quick look

A model to spin, an idle turn, and a reset:

```ts
game.turntable.target = model;      // what spins; null parks the control
game.turntable.autoSpin = 0.3;      // idle spin, radians a second
game.turntable.reset();             // ease back to square on
```

## Works with

- `rig-orbit` — when the camera should circle and explore a scene instead.
- `aim-3d` — when an object should face the pointer rather than spin.
- `attach-3d` — to spin several things as one group.
- `core-3d` — the 3D world it needs.

## Good to know

- One target at a time.
- It writes `yaw` and `pitch` on the object every step, so a tween or a physics body driving them is in a fight; park
  it with `enabled = false` while something else is in charge.
- It reads the first pointer anywhere on screen, so switch it off while the pointer is over a panel beside the viewer.
- It needs a 3D world, and headless it does nothing.

---

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