Switch to Havok physics ( already ported to ThreeJS based engine )

The Havok physics engine for web ( initially introduced for BabylonJS ) is both fast and feature rich ( constraints etc )

Physics for an XR experience isn’t that important ( as the experiences tend to be short ), but if you’re wanting to make a game engine, it’s going to be a lot more important for a lot of projects.

You can try out a demo of Havok working in ThreeJS here…

And in BabylonJS - this one is really cool!

A solid, fast physics engine allows for some excellent interactive XR exeriences - it might be worth changing to the best one available now, while Niantic Studio is still in beta.

I built a similar setup in Studio ( forgot to add shadow component to box, and am def not going to select each box and add it individually at this stage - 5x5x10 = 250 items to individually go through lol )

Some examples of useful Havok Physics features available in their JS version…

Constraints

Compound colliders ( glue together simpler physics shapes to make more complex shapes )

Docs with loads of examples ( including the constraints one above )
https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine

@Mal_Duffin Thanks for sharing these examples! We are evaluating how to improve Physics system over the next couple months and we will definitely consider Havok here. Somewhat related: we have additional physics capabilities set to release soon with the current system – chiefly raycasting capabilities, and more support for joints, pivot points, constraints, etc. Stay tuned!

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Thanks for the info @Amanda-whitt :+1: