Determines how and where the object is dragged along. Different modes include dragging along a plane, attached to the pointer, or following surface normals.
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
When true, maintains the original rotation of the dragged object while moving it. When false, allows the object to rotate freely during dragging.
When enabled, draws a visual line from the dragged object downwards to the next raycast hit, providing visual feedback about the object's position relative to surfaces below it.
Snaps dragged objects to a 3D grid with the specified resolution. Set to 0 to disable snapping.
Optional
sourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Multiplier that affects how quickly objects move closer or further away when dragging in XR. Higher values make distance changes more pronounced. This is similar to mouse acceleration on a screen.
Determines how and where the object is dragged along while dragging in XR. Uses a separate setting from regular drag mode for better XR interaction.
When true, maintains the original rotation of the dragged object during XR dragging. When false, allows the object to rotate freely during XR dragging.
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
Returns the object currently being dragged by this DragControls component, if any.
The object being dragged or null if no object is currently dragged
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
Gets the up direction vector (0,1,0) of this component's GameObject in world space
Gets the rotation of this component's GameObject in world space as a quaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Static
CurrentlyRetrieves a list of all DragControl components that are currently dragging objects.
Array of currently active DragControls components
Static
HasChecks if any DragControls component is currently active with selected objects
True if any DragControls component is currently active
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
Optional
earlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
Optional
lateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
Optional
onCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
Optional
onCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
Optional
onCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
Optional
onCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
Optional
onCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
Optional
onCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called when the component is destroyed. Use for cleanup operations like removing event listeners
Optional
onCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
Optional
onCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
Optional
onCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
Optional
onCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
Optional
onCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
Optional
onCalled when another collider exits this component's trigger collider
The collider that exited this trigger
Optional
onCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
Optional
onCalled each frame while this component is active in an XR session
Event data for the current XR frame
Optional
onCalled when a field decorated with @validate() is modified.
Optional
prop: stringThe name of the field that was changed
Optional
onXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
Optional
onXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
Optional
resolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Updates the object that is being dragged by the DragControls. This can be used to change the target during a drag operation.
The new object to drag, or null to stop dragging
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
Optional
supportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space). Debug mode can be enabled with the URL parameter
?debugdrag
, which shows visual helpers and logs drag operations.