# Out of bounds checking

**URL:** <https://phaser.discourse.group/t/out-of-bounds-checking/905>\
**Category:** Phaser 3\
**Created:** [January 24, 2019, 5:34am UTC](https://phaser.discourse.group/t/out-of-bounds-checking/905 "2019-01-24T05:34:30Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![PavelMishin](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/pavelmishin/32/2128_2.png) [@PavelMishin](https://phaser.discourse.group/u/PavelMishin)\
**Post date:** [January 26, 2019, 5:20am UTC](https://phaser.discourse.group/t/out-of-bounds-checking/905/5 "2019-01-26T05:20:34Z")

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I decide to use world bounds overlap checking:  
`Phaser.Geom.Rectangle.Overlaps(this.scene.physics.world.bounds, sprite.getBounds())`  
If the returning value is false, than the object is completely out of bounds.

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