# Feature requests

**URL:** https://forum.babylonjs.com/c/features/11.md?page=1

[Latest](https://forum.babylonjs.com/latest.md) · [Categories](https://forum.babylonjs.com/categories.md) · [Tags](https://forum.babylonjs.com/tags.md)

**Page:** 2

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## [GPU Accelerated Creation of HDRCubeTexture](https://forum.babylonjs.com/t/gpu-accelerated-creation-of-hdrcubetexture/53300)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 8\
**Last updated:** [April 24, 2026, 9:29am UTC](https://forum.babylonjs.com/t/gpu-accelerated-creation-of-hdrcubetexture/53300 "2026-04-24T09:29:12Z")

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Playground: Babylon.js Playground Version: 7.24.0 Engine: WebGL2 1. Problem Loading panoramic cube textures is dominated by CPU work on the main thread. Empirical Chrome profiling on the playground above: Scenari…

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## [Audio Signal Flow Node Graph](https://forum.babylonjs.com/t/audio-signal-flow-node-graph/63261)

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**Author:** [@SirFizX](https://forum.babylonjs.com/u/SirFizX)\
**Replies:** 1\
**Last updated:** [April 23, 2026, 4:09pm UTC](https://forum.babylonjs.com/t/audio-signal-flow-node-graph/63261 "2026-04-23T16:09:25Z")

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A node based visual editor and associated dynamic system monitoring UI dashboard for audio would be very helpful for designing and debugging scene soundscapes. Empowering developers and designers with a means to visuali…

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## [Thin Instances: optimize bounding info refresh performance](https://forum.babylonjs.com/t/thin-instances-optimize-bounding-info-refresh-performance/63256)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 2\
**Last updated:** [April 23, 2026, 3:29pm UTC](https://forum.babylonjs.com/t/thin-instances-optimize-bounding-info-refresh-performance/63256 "2026-04-23T15:29:22Z")

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Part of Draft: Fast BoundingInfo Playground: Open devtools to see bench result in console:

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## [GaussianSplattingMesh: reducing buffer copy of removePart](https://forum.babylonjs.com/t/gaussiansplattingmesh-reducing-buffer-copy-of-removepart/63164)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 3\
**Last updated:** [April 22, 2026, 5:28am UTC](https://forum.babylonjs.com/t/gaussiansplattingmesh-reducing-buffer-copy-of-removepart/63164 "2026-04-22T05:28:17Z")

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Summary Add view-backed raw splat source support, starting with compound rebuild internals. Preserve aligned views as-is, and copy only if required by alignment, size, or ownership constraints. The main expected benefit …

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## [Automatic and Manual Off-Mesh Link Generation for Advanced Navigation](https://forum.babylonjs.com/t/automatic-and-manual-off-mesh-link-generation-for-advanced-navigation/62973)

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**Author:** [@ViniciusFXavier](https://forum.babylonjs.com/u/ViniciusFXavier)\
**Replies:** 6\
**Last updated:** [April 18, 2026, 7:05pm UTC](https://forum.babylonjs.com/t/automatic-and-manual-off-mesh-link-generation-for-advanced-navigation/62973 "2026-04-18T19:05:36Z")

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Title Automatic and Manual Off-Mesh Link Generation for Advanced Navigation Description Babylon.js navigation currently works well for continuous walkable surfaces, but complex game environments often require transiti…

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## [Draft: Atlas Material](https://forum.babylonjs.com/t/draft-atlas-material/60370)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 14\
**Last updated:** [April 15, 2026, 5:20am UTC](https://forum.babylonjs.com/t/draft-atlas-material/60370 "2026-04-15T05:20:28Z")

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Summary Introduce a runtime atlas material system that lets meshes using different source materials, but the same Babylon shading family, render through a single shared material bind. This is not an offline UV packer.…

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## [BoundingBoxGizmo with adaptive scalePivot based on ctrl/opt key](https://forum.babylonjs.com/t/boundingboxgizmo-with-adaptive-scalepivot-based-on-ctrl-opt-key/62454)

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**Author:** [@tibotiber](https://forum.babylonjs.com/u/tibotiber)\
**Replies:** 11\
**Last updated:** [April 14, 2026, 10:31am UTC](https://forum.babylonjs.com/t/boundingboxgizmo-with-adaptive-scalepivot-based-on-ctrl-opt-key/62454 "2026-04-14T10:31:21Z")

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Hi folks, I’ve recently improved our BoundingBoxGizmo based scaling feature to support center based mirrored scaling when ctrl/opt is pressed and the default one-sided scaling when it’s not. One limitation though is tha…

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## [WEBGL\_multi\_draw extension](https://forum.babylonjs.com/t/webgl-multi-draw-extension/47345)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 8\
**Last updated:** [April 11, 2026, 12:48am UTC](https://forum.babylonjs.com/t/webgl-multi-draw-extension/47345 "2026-04-11T00:48:53Z")

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Draw Calls and WebGL Performance In WebGL-based applications, each draw call represents a request to render a mesh or a part of a mesh. Drawing multiple objects with separate draw calls can quickly become a performance b…

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## [Option to make \`AbstractMesh.isPickable\` false by default](https://forum.babylonjs.com/t/option-to-make-abstractmesh-ispickable-false-by-default/63085)

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**Author:** [@regna](https://forum.babylonjs.com/u/regna)\
**Replies:** 4\
**Last updated:** [April 8, 2026, 5:03pm UTC](https://forum.babylonjs.com/t/option-to-make-abstractmesh-ispickable-false-by-default/63085 "2026-04-08T17:03:56Z")

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isPickable is true by default for all meshes. However, it would be really helpful for my project if it was false by default, and I could choose which were pickable. It’s becoming hard to ensure that I’ve manually set is…

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## [Toggle to make optional Scene parameters required (Strict Mode?)](https://forum.babylonjs.com/t/toggle-to-make-optional-scene-parameters-required-strict-mode/62916)

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**Author:** [@Snowden](https://forum.babylonjs.com/u/Snowden)\
**Replies:** 4\
**Last updated:** [March 31, 2026, 9:16pm UTC](https://forum.babylonjs.com/t/toggle-to-make-optional-scene-parameters-required-strict-mode/62916 "2026-03-31T21:16:27Z")

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TLDR: Adding a second scene causes unpredictable behavior in a large project where the code has many objects created with unspecified optional scene parameters Adding a flag to make scene parameters required would allo…

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## [Add metadata to Particle](https://forum.babylonjs.com/t/add-metadata-to-particle/62872)

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**Author:** [@phaselock](https://forum.babylonjs.com/u/phaselock)\
**Replies:** 2\
**Last updated:** [March 27, 2026, 8:06am UTC](https://forum.babylonjs.com/t/add-metadata-to-particle/62872 "2026-03-27T08:06:42Z")

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Would it be too much to ask for public metadata param to be added to particle.ts? Use case: when a user needs to track a particle (in custom funcs) thats tagged to a specific metadata reference. particle.id is currently …

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## [AI-Powered Chatbot Assistant for Babylon.js Documentation](https://forum.babylonjs.com/t/ai-powered-chatbot-assistant-for-babylon-js-documentation/57680)

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**Author:** [@tapanij](https://forum.babylonjs.com/u/tapanij)\
**Replies:** 5\
**Last updated:** [March 10, 2026, 5:55pm UTC](https://forum.babylonjs.com/t/ai-powered-chatbot-assistant-for-babylon-js-documentation/57680 "2026-03-10T17:55:06Z")

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Hello! I’d like to suggest adding an AI-powered chatbot assistant to the Babylon.js website, similar to Docker Docs AI. This kind of tool could help answer questions using the latest documentation and source code, which …

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## [Webxr camera passthrough support](https://forum.babylonjs.com/t/webxr-camera-passthrough-support/58274)

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**Author:** [@gabrieljbaker](https://forum.babylonjs.com/u/gabrieljbaker)\
**Replies:** 15\
**Last updated:** [March 2, 2026, 6:05pm UTC](https://forum.babylonjs.com/t/webxr-camera-passthrough-support/58274 "2026-03-02T18:05:22Z")

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I saw the latest oculus browser has support for pass through camera access @RaananW !

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## [WaterMaterial sea-level property](https://forum.babylonjs.com/t/watermaterial-sea-level-property/62585)

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**Author:** [@onekit](https://forum.babylonjs.com/u/onekit)\
**Replies:** 1\
**Last updated:** [February 26, 2026, 9:38pm UTC](https://forum.babylonjs.com/t/watermaterial-sea-level-property/62585 "2026-02-26T21:38:19Z")

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There are many custom properties in WaterMaterial doc: waterMaterial.windForce = 45; // Represents the wind force applied on the water surface waterMaterial.waveHeight = 1.3; // Represents the height of the waves wat…

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## [Animation redirection](https://forum.babylonjs.com/t/animation-redirection/61715)

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**Author:** [@shuangxi11203113](https://forum.babylonjs.com/u/shuangxi11203113)\
**Replies:** 4\
**Last updated:** [February 24, 2026, 9:40am UTC](https://forum.babylonjs.com/t/animation-redirection/61715 "2026-02-24T09:40:18Z")

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When can we release an animation redirection feature that allows people of different heights and body types to match a set of animations

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## [Importing WebGL-only or WebGPU-only](https://forum.babylonjs.com/t/importing-webgl-only-or-webgpu-only/60435)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 3\
**Last updated:** [February 23, 2026, 1:16pm UTC](https://forum.babylonjs.com/t/importing-webgl-only-or-webgpu-only/60435 "2026-02-23T13:16:20Z")

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Background As recent development babylon.js is making dual-version shaders, one for WebGL, and one for WebGPU. But the shaders are imported via side effect and can not be tree-shaked by bundlers, that makes final package…

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## [Adding a non semantic keyword in GLSL](https://forum.babylonjs.com/t/adding-a-non-semantic-keyword-in-glsl/62445)

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**Author:** [@spencer-lunarg](https://forum.babylonjs.com/u/spencer-lunarg)\
**Replies:** 6\
**Last updated:** [February 17, 2026, 3:39am UTC](https://forum.babylonjs.com/t/adding-a-non-semantic-keyword-in-glsl/62445 "2026-02-17T03:39:52Z")

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Hello, I work for LunarG and helping maintain GLSL/glslang I am aware babylon.js has to likely generate GLSL in order to target WebGL If this is true, is there any use/desire in adding a \[\[non\_semantic("some info")\]\] k…

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## [No Possibility to create gpu particle system via node particle editor](https://forum.babylonjs.com/t/no-possibility-to-create-gpu-particle-system-via-node-particle-editor/62416)

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**Author:** [@TooCalm](https://forum.babylonjs.com/u/TooCalm)\
**Replies:** 20\
**Last updated:** [February 13, 2026, 10:01pm UTC](https://forum.babylonjs.com/t/no-possibility-to-create-gpu-particle-system-via-node-particle-editor/62416 "2026-02-13T22:01:20Z")

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Hey guys, Am i right that we don’t have any way to create gpu particle system via NodeParticleSystemSet.ParseFromFileAsync ? it doesn’t have gpu parameter as ParticleHelper.ParseFromFileAsync So it means that node part…

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## [The Chinese market has huge demand for web-based digital twin products. Almost all users require BIM and CAD file import and processing, and we hope BabylonJS 9.0 can provide technical support for these needs](https://forum.babylonjs.com/t/the-chinese-market-has-huge-demand-for-web-based-digital-twin-products-almost-all-users-require-bim-and-cad-file-import-and-processing-and-we-hope-babylonjs-9-0-can-provide-technical-support-for-these-needs/62203)

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**Author:** [@BraveMomo](https://forum.babylonjs.com/u/BraveMomo)\
**Replies:** 10\
**Last updated:** [February 10, 2026, 10:00am UTC](https://forum.babylonjs.com/t/the-chinese-market-has-huge-demand-for-web-based-digital-twin-products-almost-all-users-require-bim-and-cad-file-import-and-processing-and-we-hope-babylonjs-9-0-can-provide-technical-support-for-these-needs/62203 "2026-02-10T10:00:41Z")

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Chinese clients demand the reuse of existing model assets, lightweighting without losing core information, and multi-format integration. Industrial parks/buildings/municipal projects have the highest requirements for BIM…

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## [Faster convolution or filter PostProcess?](https://forum.babylonjs.com/t/faster-convolution-or-filter-postprocess/62264)

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**Author:** [@HiGreg](https://forum.babylonjs.com/u/HiGreg)\
**Replies:** 3\
**Last updated:** [February 8, 2026, 7:59am UTC](https://forum.babylonjs.com/t/faster-convolution-or-filter-postprocess/62264 "2026-02-08T07:59:09Z")

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I have worked out the equations for converting a convolution kernel to require fewer texture samples, taking advantage of (and requiring) bilinear sampling. For a linear kernel (single row or column) it reduces texture s…

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## [Request to expose 2 Babylon KTX functions](https://forum.babylonjs.com/t/request-to-expose-2-babylon-ktx-functions/62353)

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**Author:** [@regna](https://forum.babylonjs.com/u/regna)\
**Replies:** 4\
**Last updated:** [February 5, 2026, 10:11pm UTC](https://forum.babylonjs.com/t/request-to-expose-2-babylon-ktx-functions/62353 "2026-02-05T22:11:20Z")

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Hi all! Related to the earlier post, could the Babylon functions initializeWebWorker()and workerFunction()be exposed on the global BABYLONobject? I use the CDN babylon.js file instead of importing the npm package. Howe…

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## [Editor project version control compatibility](https://forum.babylonjs.com/t/editor-project-version-control-compatibility/61929)

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**Author:** [@Ezardy](https://forum.babylonjs.com/u/Ezardy)\
**Replies:** 8\
**Last updated:** [January 31, 2026, 10:05pm UTC](https://forum.babylonjs.com/t/editor-project-version-control-compatibility/61929 "2026-01-31T22:05:31Z")

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My suggestions to make BabylonJs Editor v5 more compatible to version control: All generated content should be regenerated if missing. For example, editor-generated\_extracted-textures textures are missing if aren’t ad…

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## [Area light on PBR materials and shadow casting ability](https://forum.babylonjs.com/t/area-light-on-pbr-materials-and-shadow-casting-ability/58299)

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**Author:** [@tawibox](https://forum.babylonjs.com/u/tawibox)\
**Replies:** 5\
**Last updated:** [January 22, 2026, 6:30pm UTC](https://forum.babylonjs.com/t/area-light-on-pbr-materials-and-shadow-casting-ability/58299 "2026-01-22T18:30:23Z")

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Hey everyone, First off, a huge thank you for the new area light feature—@srzerbetto, incredible job! I’ve been waiting for something like this for ages :grinning\_face\_with\_smiling\_eyes:. I do have three more major fea…

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## [Option to retrieve all triangle hits in a mesh when checking a ray for intersections](https://forum.babylonjs.com/t/option-to-retrieve-all-triangle-hits-in-a-mesh-when-checking-a-ray-for-intersections/61650)

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**Author:** [@Teych](https://forum.babylonjs.com/u/Teych)\
**Replies:** 5\
**Last updated:** [December 5, 2025, 3:44pm UTC](https://forum.babylonjs.com/t/option-to-retrieve-all-triangle-hits-in-a-mesh-when-checking-a-ray-for-intersections/61650 "2025-12-05T15:44:38Z")

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I have been messing around with this example (Check When a Point is Inside a Mesh | Babylon.js Documentation) for checking if a point is inside a mesh. While testing I found situations where the hit counting was skippin…

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## [Node Editors : Copy Paste between tabs](https://forum.babylonjs.com/t/node-editors-copy-paste-between-tabs/61575)

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**Author:** [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Replies:** 0\
**Last updated:** [November 26, 2025, 3:16pm UTC](https://forum.babylonjs.com/t/node-editors-copy-paste-between-tabs/61575 "2025-11-26T15:16:36Z")

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It would be nice to be able to copy and paste between several windows/tabs with NME. I have some bookmarked NMEs for several purposes : Basic PBR structure NormalMap generation Instance inputs and with instanceBuffer …

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## [Make it Official!](https://forum.babylonjs.com/t/make-it-official/8824)

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**Author:** [@Zinger](https://forum.babylonjs.com/u/Zinger)\
**Replies:** 21\
**Last updated:** [November 22, 2025, 12:14am UTC](https://forum.babylonjs.com/t/make-it-official/8824 "2025-11-22T00:14:57Z")

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Hi there, This is my first post on the forum and the first thing I’d like to say is thank you to everyone working on this project and keep up the awesome work! Now, let me get a bit critical… First of all, I am more of…

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## [Node Editors : Sticker Notes](https://forum.babylonjs.com/t/node-editors-sticker-notes/61474)

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**Author:** [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Replies:** 0\
**Last updated:** [November 19, 2025, 9:29am UTC](https://forum.babylonjs.com/t/node-editors-sticker-notes/61474 "2025-11-19T09:29:28Z")

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Hey :slight\_smile: Would be nice to have the possibility to add a sticker note : Custom background color Dragable node size Custom text size Usage I have in mind : same than comments next to code : Self-reminde…

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## [Integrating solid particles into NPE or creating a solid particles editor](https://forum.babylonjs.com/t/integrating-solid-particles-into-npe-or-creating-a-solid-particles-editor/60859)

<div class="topic-metadata">

**Author:** [@Soullnik](https://forum.babylonjs.com/u/Soullnik)\
**Replies:** 14\
**Last updated:** [November 14, 2025, 10:47am UTC](https://forum.babylonjs.com/t/integrating-solid-particles-into-npe-or-creating-a-solid-particles-editor/60859 "2025-11-14T10:47:25Z")

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Hello! I’ve been experimenting with VFX creation workflows for games, and one missing feature is the ability to create Solid Particle Systems (SPS) without coding. Currently, the Node Particle Editor only supports standa…

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## [Meshopt decoder: increase concurrency](https://forum.babylonjs.com/t/meshopt-decoder-increase-concurrency/60902)

<div class="topic-metadata">

**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 6\
**Last updated:** [November 8, 2025, 12:23am UTC](https://forum.babylonjs.com/t/meshopt-decoder-increase-concurrency/60902 "2025-11-08T00:23:23Z")

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Currently in MeshoptCompression off-thread decoding is used, and the worker count is fixed 1. Since multithreading already supported, any intent to use navigator.hardwareConcurrency or navigator.hardwareConcurrency - 1 …

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## [Request for \`StaticSound.play()\` to return \`\_StaticSoundInstance\`](https://forum.babylonjs.com/t/request-for-staticsound-play-to-return-staticsoundinstance/61308)

<div class="topic-metadata">

**Author:** [@regna](https://forum.babylonjs.com/u/regna)\
**Replies:** 4\
**Last updated:** [November 7, 2025, 5:47pm UTC](https://forum.babylonjs.com/t/request-for-staticsound-play-to-return-staticsoundinstance/61308 "2025-11-07T17:47:35Z")

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@docEdub Thank you for all of your help with sounds :smiley: When you have time, do you think that it would be a good idea for StaticSound.play()(Source) to return the created \_StaticSoundInstance? I was also curious i…

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