# onOutOfBounds event in Phaser 3

**URL:** <https://phaser.discourse.group/t/onoutofbounds-event-in-phaser-3/940>\
**Category:** Phaser 3\
**Created:** [January 25, 2019, 5:57pm UTC](https://phaser.discourse.group/t/onoutofbounds-event-in-phaser-3/940 "2019-01-25T17:57:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![111](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/111/32/582_2.png) [@111](https://phaser.discourse.group/u/111)\
**Post date:** [January 25, 2019, 5:57pm UTC](https://phaser.discourse.group/t/onoutofbounds-event-in-phaser-3/940/1 "2019-01-25T17:57:20Z")

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Hello!

How do you check if an object is out of the world bound using Phaser3?

I am looking for this Phaser3 equivalent code:

block.checkWorldBounds = true;  
block.events.onOutOfBounds.add(lose, this)

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<div class="post-metadata">

**Author:** ![digitsensitive](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/digitsensitive/32/349_2.png) [@digitsensitive](https://phaser.discourse.group/u/digitsensitive)\
**Post date:** [January 26, 2019, 12:25am UTC](https://phaser.discourse.group/t/onoutofbounds-event-in-phaser-3/940/2 "2019-01-26T00:25:31Z")

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> [@A couple "worldbounds" event questions](https://phaser.discourse.group/t/a-couple-worldbounds-event-questions/906/2):
>
> collideWorldBounds is for whether there’s a collision at all and onWorldBounds is for whether you want an event fired for it. Inside-or-outside isn’t really covered. You could use Rectangle.Contains() or maybe a special overlap collider. See [Arcade.Group#defaults](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.Group.html#defaults__anchor).
