# Physic template for WebXR camera (WebXR/Physic/Camera)

**URL:** <https://forum.babylonjs.com/t/physic-template-for-webxr-camera-webxr-physic-camera/26125>\
**Category:** Questions\
**Tags:** camera, webxr, physics\
**Created:** [December 16, 2021, 5:58pm UTC](https://forum.babylonjs.com/t/physic-template-for-webxr-camera-webxr-physic-camera/26125 "2021-12-16T17:58:55Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![syntheticmagus](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/syntheticmagus/32/395_2.png) [@syntheticmagus](https://forum.babylonjs.com/u/syntheticmagus)\
**Post date:** [December 18, 2021, 11:18pm UTC](https://forum.babylonjs.com/t/physic-template-for-webxr-camera-webxr-physic-camera/26125/3 "2021-12-18T23:18:34Z")

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> [@Nawar](#):
>
> Can the same physics be done for a WebXR camera? With 6DOF work saving and MOVEMENT feature?

I’m not 100% sure what you mean by “6DOF work saving,” but the short answer is that it should be possible to do this same sort of thing for XR, and in fact I _do_ plan to create first-person character controllers, including for XR, as part of next year’s continuing [golden path](https://forum.babylonjs.com/t/golden-paths-for-babylon-js/25935) efforts.

However, making an XR character controller won’t be done in a single step as there are quite a few other technologies that need to be in place for that to make sense. Thus, an XR character controller probably won’t be a part of even the first several golden paths I work on next year because other challenges (site integration, content reuse/package logistics, environment physics, etc.) will need to be tackled first. If you want to help make sure this becomes a priority as soon as possible, though, keep an eye out for golden path-related topics on the forum and help make sure we know this is something the community wants. Looking forward to it!

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