Cannon.js physics engine stopped working completely

I’m creating a Babylon.js game which uses mostly physics for it’s functionalities. Everything was working fine just yesterday, but today any mesh that has a physicsImpostor simply does not render in the scene, the code being exactly the same as it was when it was working. When the lines adding the physicsImpostor are commented, the meshes are rendered normally as they should. Is something wrong with the source code for Cannon.js? When will this be fixed? The project is due today and our game is almost entirely not functional because of this issue, which doesn’t seem to be something from our end.

Yes, this is due to the new vector and quaternion architecture.
Working on a fix right now, will be available very soon.

Thank you Raanan, that’s very relieving to know. Do you have any idea when it might be fixed?

Will be deployed tomorrow. Working on it right now :slight_smile:

Glad to hear! Thank you so much.

Fix is there - Fixes for WebXR, Oimo and Cannon.js by RaananW · Pull Request #8330 · BabylonJS/Babylon.js · GitHub , tested locally. it will be merged and deployed to the playground as soon as we can :slight_smile:

Appreciate it! :slight_smile: