# Character gets stuck within a mesh even though collisions enabled

**URL:** <https://forum.babylonjs.com/t/character-gets-stuck-within-a-mesh-even-though-collisions-enabled/42239>\
**Category:** Questions\
**Created:** [July 7, 2023, 7:49pm UTC](https://forum.babylonjs.com/t/character-gets-stuck-within-a-mesh-even-though-collisions-enabled/42239 "2023-07-07T19:49:08Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![Takemura](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/takemura/32/25836_2.png) [@Takemura](https://forum.babylonjs.com/u/Takemura)\
**Post date:** [August 19, 2023, 6:35pm UTC](https://forum.babylonjs.com/t/character-gets-stuck-within-a-mesh-even-though-collisions-enabled/42239/12 "2023-08-19T18:35:07Z")

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Found it:

> [@Loading .babylon scene as a child of a specific scene graph node](https://forum.babylonjs.com/t/loading-babylon-scene-as-a-child-of-a-specific-scene-graph-node/42328/9):
>
> There is some confusion in these posts, so I will try to clear some things up. SceneLoader has multiple ways for loading an asset (Load, Append, ImportMesh, and LoadAssetContainer), all of which have an async counterpart that returns a promise instead of using callbacks. Load will load into a new scene. Append will append to an existing scene. The only methods that will give you the meshes that come from the asset are ImportMesh and LoadAssetContainer. Here is a PG using ImportMeshAsync that wi…

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