The OrbitControls component is used to control a camera using the OrbitControls from three.js library.
The three OrbitControls object can be accessed via the controls property.
The object being controlled by the OrbitControls (usually the camera) can be accessed via the controllerObject property.

Hierarchy (View Summary)

Implements

Properties

allowInterrupt: boolean = true

If true user input interrupts the camera from animating to a target

true
autoFit: boolean = false

When enabled the scene will be automatically fitted into the camera view in onEnable

false
autoRotate: boolean = false

When enabled the camera will rotate automatically

false
autoRotateSpeed: number = 1.0

The speed at which the camera will rotate automatically. Will only be used when autoRotate is enabled

1.0
autoTarget: boolean = true

When enabled OrbitControls will automatically raycast find a look at target in start

true
clickBackgroundToFitScene: number = 2

When enabled the camera will fit the scene to the camera view when the background is clicked the specified number of times within a short time

2
dampingFactor: number = 0.1

The damping factor for the camera movement. For more information see the three.js documentation

0.1
doubleClickToFocus: boolean = true

If true the camera will focus on the target when the left mouse button is double clicked

true
enableDamping: boolean = true

When enabled the camera movement will be damped

true
enableKeys: boolean = false

When enabled the camera can be moved using keyboard keys. The keys are defined in the controls.keys property

false
enablePan: boolean = true

When enabled the camera can be panned

true
enableRotate: boolean = true

When enabled the camera can be rotated

true
enableZoom: boolean = true

When enabled the camera can be zoomed

true
gameObject: GameObject

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

lookAtConstraint: null | LookAtConstraint = null

Assigning a LookAtConstraint will make the camera look at the constraint source

null
lookAtConstraint01: number = 1

The weight of the first lookAtConstraint source

1
maxAzimuthAngle: number = Infinity

The maximum azimuth angle in radians

maxPolarAngle: number = Math.PI

The maximum polar angle in radians

Math.PI
maxZoom: number = Infinity

The maximum zoom level

Infinity
middleClickToFocus: boolean = true

If true the camera will focus on the target when the middle mouse button is clicked

minAzimuthAngle: number = Infinity

The minimum azimuth angle in radians

minPolarAngle: number = 0

The minimum polar angle in radians

0
minZoom: number = 0

The minimum zoom level

0
sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

targetLerpDuration: number = 1

The duration in seconds it takes for the camera look ad and position lerp to reach their destination (when set via setCameraTargetPosition and setLookTargetPosition)

1
zoomSpeed: number = 1

Sets the zoom speed of the OrbitControls

1
zoomToCursor: boolean = false

Set to true to enable zooming to the cursor position.

false

Accessors

  • get activeAndEnabled(): boolean

    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

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • get cameraLerpActive(): boolean

    True while the camera position is being lerped

    Returns boolean

  • get context(): Context

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get isCameraController(): boolean

    Returns boolean

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • get lookTargetLerpActive(): boolean

    True while the camera look target is being lerped

    Returns boolean

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get right(): Vector3

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get targetLerpSpeed(): number

    Returns number

    use targetLerpDuration instead
    The speed at which the camera target and the camera will be lerping to their destinations (if set via script or user input)

  • set targetLerpSpeed(v: number): void

    Parameters

    • v: number

    Returns void

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space.
    Note: This is equivalent to calling this.gameObject.worldPosition

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion Note: This is equivalent to calling this.gameObject.worldQuaternion

    Returns Quaternion

  • set worldQuaternion(val: Quaternion): void

    Sets the rotation of this component's GameObject in world space using a quaternion

    Parameters

    • val: Quaternion

      The world rotation quaternion to set

    Returns void

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
    Note: This is equivalent to calling this.gameObject.worldRotation

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    Returns void

Methods

  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Fits the camera to show the objects provided (defaults to the scene if no objects are passed in)

    Parameters

    • Optionaloptions: FitCameraOptions

    Returns any

  • Fits the camera to show the objects provided (defaults to the scene if no objects are passed in)

    Parameters

    • Optionalobjects: Object3D<Object3DEventMap> | Object3D<Object3DEventMap>[]
    • Optionaloptions: Omit<FitCameraOptions, "objects">

    Returns any

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Parameters

    Returns void

    use controls.target.lerp(position, delta)

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called before an XR session is requested Use to modify session initialization parameters

    Parameters

    • mode: XRSessionMode

      The XR session mode being requested

    • args: XRSessionInit

      The session initialization parameters that can be modified

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Register callback when user starts interacting with the orbit controls

    Parameters

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    Returns void

  • Removes a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • Called when this component needs to remap guids after an instantiate operation.

    Parameters

    • guidsMap: GuidsMap

      Mapping from old guids to newly generated guids

    Returns void

  • Sets camera target position and look direction using a raycast in forward direction of the object.

    Parameters

    • source: Object3D<Object3DEventMap> | Camera

      The object to raycast from. If a camera is passed in the camera position will be used as the source.

    • immediateOrDuration: number | boolean = false

      If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.

      This is useful for example if you want to align your camera with an object in your scene (or another camera). Simply pass in this other camera object

    Returns boolean

    true if the target was set successfully

  • Moves the camera to position smoothly.

    Parameters

    • Optionalposition: null | Object3D<Object3DEventMap> | Vector3Like

      The position in local space of the controllerObject to move the camera to. If null the camera will stop lerping to the target.

    • immediateOrDuration: number | boolean = false

      If true the camera will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.

    Returns void

  • Parameters

    • fov: undefined | number
    • immediateOrDuration: number | boolean = false

    Returns void

  • Moves the camera look-at target to a position smoothly.

    Parameters

    • position: null | Object3D<Object3DEventMap> | Vector3Like = null

      The position in world space to move the camera target to. If null the camera will stop lerping to the target.

    • immediateOrDuration: number | boolean = false

      If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.

    Returns void

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • 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.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    onEnable() {
    this.startCoroutine(this.myCoroutine());
    }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • Call to stop camera position lerping

    Returns void

  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Call to stop camera look target lerping

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void