# Questions about Demo: Face Effects: Physics

**URL:** <https://forum.8thwall.com/t/questions-about-demo-face-effects-physics/8254>\
**Category:** Technical Support\
**Created:** [September 9, 2025, 4:30am UTC](https://forum.8thwall.com/t/questions-about-demo-face-effects-physics/8254 "2025-09-09T04:30:17Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![David\_Botta](https://avatars.discourse-cdn.com/v4/letter/d/e47774/32.png) [@David\_Botta](https://forum.8thwall.com/u/David_Botta)\
**Post date:** [September 9, 2025, 4:30am UTC](https://forum.8thwall.com/t/questions-about-demo-face-effects-physics/8254/1 "2025-09-09T04:30:17Z")

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Concerning the “Face Effects: Physics” demo project which shows a string of skulls dangling from a pirate hat, I would like to implement something like the skulls, but have concerns about future proofing it.

The debugger gives a zillion warnings about deprecated three.js functions. If I use a more recent (than 1.3.0) version of a-frame, the physics don’t work, and the debugger complains about the script error “cross-origin”. If I increase the aframe-physics-system version, and address the cross-origin thing, the warnings go away, yet the physics still do not work. Only the combination in the demo works. Weirdly, in that combination, I cannot have an object3D set to a three.js mesh under the same parent as a regular a-frame object; the a-frame object does not render.

I can plow ahead using ancient versions, but that does not seem to be best practice. Do you have advice on how I should proceed?
