# What is the best way to Move character on stairs up and down while the camera is child of the character, following behind

**URL:** <https://forum.babylonjs.com/t/what-is-the-best-way-to-move-character-on-stairs-up-and-down-while-the-camera-is-child-of-the-character-following-behind/49870>\
**Category:** Questions\
**Tags:** character-controller, dynamic-character-co\
**Created:** [April 20, 2024, 6:34pm UTC](https://forum.babylonjs.com/t/what-is-the-best-way-to-move-character-on-stairs-up-and-down-while-the-camera-is-child-of-the-character-following-behind/49870 "2024-04-20T18:34:54Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![mawa](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/mawa/32/12384_2.png) [@mawa](https://forum.babylonjs.com/u/mawa)\
**Post date:** [May 5, 2024, 8:05am UTC](https://forum.babylonjs.com/t/what-is-the-best-way-to-move-character-on-stairs-up-and-down-while-the-camera-is-child-of-the-character-following-behind/49870/5 "2024-05-05T08:05:04Z")

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> [@Stanley](#):
>
> a way to use an inclined aggregate for the stairs and make it invisible to hide it behind the actual stair mesh

> [@Stanley](#):
>
> suggested not to use a physics engine

Hi,  
Hope you are well. Quickly saw this post and remembered me of this quick PG I did:

> [@Stairs Collision Tester - A PG to test non-physics collisions](https://forum.babylonjs.com/t/stairs-collision-tester-a-pg-to-test-non-physics-collisions/35959):
>
> Dear fellow BJSers, I’d like to present here my first-version PG of a utility tool to quickly test on simple camera collision (non-physics) in particular in regards to climbing stairs or even simple small meshes like planks or small rocks. It appeared to me that the simple mesh collision with the ellipsoid of the camera does not provide a satisfactory result when climbing on small objects and is even worse when climbing stairs. Due to the 90° collis…

Might be of use to you?

Else, as per using or not using a physX engine and for what purpose, this is very much depending on your scope. Of how much importance, precise collisions are essential to your project (for collisions) but I suppose moreover, whether you have other features that require physics (like i.e. shooting, object with a mass, objects that require to transform or move with an imposter, etc…). As shown in the PG, you do not necessarly need havok to move and collide a character along the map. The rest, as I said, is really depending on your scope and expectations. I hope this will help you make a decision and meanwhile, have a great day 🕶

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