# Physics Imposter and Physics Engine Questions

**URL:** <https://forum.babylonjs.com/t/physics-imposter-and-physics-engine-questions/10566>\
**Category:** Questions\
**Created:** [May 5, 2020, 12:05pm UTC](https://forum.babylonjs.com/t/physics-imposter-and-physics-engine-questions/10566 "2020-05-05T12:05:24Z")\
**Posts on this page:** 1\
**Showing post:** 3

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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:** [May 5, 2020, 3:02pm UTC](https://forum.babylonjs.com/t/physics-imposter-and-physics-engine-questions/10566/3 "2020-05-05T15:02:42Z")

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Hi @erey

I know a bit more about ammojs.There is an existing character controller that you can create and would fit your needs.  
There is this thread I found on the forum : [Handling Ammo Kinematic Character Controller](https://forum.babylonjs.com/t/handling-ammo-kinematic-character-controller/3528)  
A web search on ‘character controller ammojs’ will give you more results

Also, depending on your needs, maybe a physics engine is not the only solution. You can use a navigation mesh and constraint the player on that mesh. You’ll get more controls and visual feedback on allowed surfaces.

Check this thread for more details : [Constraining a UniversalCamera on a Navigation Mesh](https://forum.babylonjs.com/t/constraining-a-universalcamera-on-a-navigation-mesh/5042)

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