# Is Babylonjs currently supporting physics for parent or child meshes?

**URL:** <https://forum.babylonjs.com/t/is-babylonjs-currently-supporting-physics-for-parent-or-child-meshes/28956>\
**Category:** Questions\
**Created:** [April 1, 2022, 8:43am UTC](https://forum.babylonjs.com/t/is-babylonjs-currently-supporting-physics-for-parent-or-child-meshes/28956 "2022-04-01T08:43:47Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![Cedric](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cedric/32/2742_2.png) [@Cedric](https://forum.babylonjs.com/u/Cedric)\
**Post date:** [April 5, 2022, 8:22am UTC](https://forum.babylonjs.com/t/is-babylonjs-currently-supporting-physics-for-parent-or-child-meshes/28956/11 "2022-04-05T08:22:17Z")

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You can load a scene, and for each mesh, depending on its name, create the physics impostor. Check this thread:

> [@Loading gltf and physics not working, what am I missing?](https://forum.babylonjs.com/t/loading-gltf-and-physics-not-working-what-am-i-missing/4878/2):
>
> Here is my 2 cents… I have been trying to tell folks for quite some time about GLTF meshes and Physics and PARENT containers. They are screwy… and in GLTF … everything has a parent … up to the root node. Anyways… You need a function like this: var createPhysicsImpostor = function(scene, entity, impostor, options, reparent) { if (entity == null) return; entity.checkCollisions = false; const parent = entity.parent; if (reparent === true) entity.parent = null; entity.physicsI…

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