# \#engine

**URL:** https://forum.babylonjs.com/tag/engine/24.md

[Latest](https://forum.babylonjs.com/latest.md) · [Categories](https://forum.babylonjs.com/categories.md) · [Tags](https://forum.babylonjs.com/tags.md)

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## [Box3D Babylon Physics V2 plugin](https://forum.babylonjs.com/t/box3d-babylon-physics-v2-plugin/63768)

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**Author:** [@FRS](https://forum.babylonjs.com/u/FRS)\
**Replies:** 1\
**Last updated:** [July 9, 2026, 11:48pm UTC](https://forum.babylonjs.com/t/box3d-babylon-physics-v2-plugin/63768 "2026-07-09T23:48:44Z")

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Hello everyone! I’ve just created a Babylon Physics V2 plugin for Box3D to ease out it’s usage in all of your upcoming Babylon projects :wink: Demo: Babylon.js + Box3D NPM package: https://www.npmjs.com/package/@frsou…

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## [Not enough imports with side-effects when import WebGPU engine separately](https://forum.babylonjs.com/t/not-enough-imports-with-side-effects-when-import-webgpu-engine-separately/63761)

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**Author:** [@gamedevenjoyer123](https://forum.babylonjs.com/u/gamedevenjoyer123)\
**Replies:** 4\
**Last updated:** [July 9, 2026, 1:00pm UTC](https://forum.babylonjs.com/t/not-enough-imports-with-side-effects-when-import-webgpu-engine-separately/63761 "2026-07-09T13:00:51Z")

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Hello everyone! I am developing a game with babylon.js and recently I got a very non-intuitive and hard-to-find-out-why-that-thing-dont-work-omg bug. To make long story short - I have a planet (non-transparent material…

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## [When initializing the engine with adaptToDeviceRatio: true, the value of engine.adaptToDeviceRatio logs as false](https://forum.babylonjs.com/t/when-initializing-the-engine-with-adapttodeviceratio-true-the-value-of-engine-adapttodeviceratio-logs-as-false/63512)

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**Author:** [@Yasinli29](https://forum.babylonjs.com/u/Yasinli29)\
**Replies:** 3\
**Last updated:** [May 21, 2026, 9:31am UTC](https://forum.babylonjs.com/t/when-initializing-the-engine-with-adapttodeviceratio-true-the-value-of-engine-adapttodeviceratio-logs-as-false/63512 "2026-05-21T09:31:49Z")

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When initializing the engine with adaptToDeviceRatio: true, the value of engine.adaptToDeviceRatio logs as false.

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## [Can Babylon.js develop large web browser games the size of GTA 5, especially for mobile web browsers?](https://forum.babylonjs.com/t/can-babylon-js-develop-large-web-browser-games-the-size-of-gta-5-especially-for-mobile-web-browsers/63151)

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**Author:** [@c4cc](https://forum.babylonjs.com/u/c4cc)\
**Replies:** 9\
**Last updated:** [May 16, 2026, 3:34pm UTC](https://forum.babylonjs.com/t/can-babylon-js-develop-large-web-browser-games-the-size-of-gta-5-especially-for-mobile-web-browsers/63151 "2026-05-16T15:34:04Z")

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If this is possible, any optimization tips for user/game performance, especially to: minimize game loading time; game/user lag; maximize user/game responsiveness, game running/processing speed; What else can be do…

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## [New: Large World Rendering!](https://forum.babylonjs.com/t/new-large-world-rendering/61114)

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**Author:** [@georgie](https://forum.babylonjs.com/u/georgie)\
**Replies:** 59\
**Last updated:** [March 17, 2026, 1:46pm UTC](https://forum.babylonjs.com/t/new-large-world-rendering/61114 "2026-03-17T13:46:02Z")

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Large World Rendering Hey all! We’re introducing LargeWorldRendering for 9.0 to prevent jittering caused by floating point imprecision when dealing with large coordinate systems calculations. Note that the feature is st…

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## [Speed: Engine Renderloop vs Custom Loop](https://forum.babylonjs.com/t/speed-engine-renderloop-vs-custom-loop/61214)

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**Author:** [@illuday](https://forum.babylonjs.com/u/illuday)\
**Replies:** 6\
**Last updated:** [October 31, 2025, 12:02am UTC](https://forum.babylonjs.com/t/speed-engine-renderloop-vs-custom-loop/61214 "2025-10-31T00:02:56Z")

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Hello everyone, I need your help to understand an issue I’m having today with my render loop. Let me explain: I have a full particle system and several Node Materials that drastically speed up when using the engine’s bu…

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## [Multi view preview scheme for engine](https://forum.babylonjs.com/t/multi-view-preview-scheme-for-engine/61057)

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**Author:** [@brightMoon](https://forum.babylonjs.com/u/brightMoon)\
**Replies:** 1\
**Last updated:** [October 20, 2025, 11:50am UTC](https://forum.babylonjs.com/t/multi-view-preview-scheme-for-engine/61057 "2025-10-20T11:50:50Z")

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Hello everyone, there is now an editor scene that I believe everyone has seen before. Now there is a material preview scen example video: It is a video of the interface operation of the PlayCanvas editor: So I’m…

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## [Engine.\_measureFps called on skipFrameRender = true](https://forum.babylonjs.com/t/engine-measurefps-called-on-skipframerender-true/60456)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 4\
**Last updated:** [September 12, 2025, 12:16am UTC](https://forum.babylonjs.com/t/engine-measurefps-called-on-skipframerender-true/60456 "2025-09-12T00:16:39Z")

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Engine: WebGL2 Version: 8.26.2 Steps to reproduce: Open playground https://playground.babylonjs.com/#QA1MAG#1 Click “Enable Rendering” checkbox at right-top Watch the “Last \_measureFps called” div Expected: It does …

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## [Webgpu engine with offlineSupport tries to load files with data number first](https://forum.babylonjs.com/t/webgpu-engine-with-offlinesupport-tries-to-load-files-with-data-number-first/59752)

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**Author:** [@TooCalm](https://forum.babylonjs.com/u/TooCalm)\
**Replies:** 6\
**Last updated:** [July 28, 2025, 7:03pm UTC](https://forum.babylonjs.com/t/webgpu-engine-with-offlinesupport-tries-to-load-files-with-data-number-first/59752 "2025-07-28T19:03:18Z")

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Hey guys, i’m trying to implements settings for my game and one of setting is engine selection. Player can select which engine(WebGL or WebGPU) game will use. I used babylon’s offline support for indexedDB With WebGL …

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## [this.\_physicsEngine.removeImpostor is not a function](https://forum.babylonjs.com/t/this-physicsengine-removeimpostor-is-not-a-function/58894)

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**Author:** [@mgdvp](https://forum.babylonjs.com/u/mgdvp)\
**Replies:** 4\
**Last updated:** [June 17, 2025, 6:51am UTC](https://forum.babylonjs.com/t/this-physicsengine-removeimpostor-is-not-a-function/58894 "2025-06-17T06:51:17Z")

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this.\_physicsEngine.removeImpostor is not a function at \_PhysicsImpostor.\_init (physicsImpostor.ts:527:29) import { PhysicsEngine, HavokPlugin } from '@babylonjs/core/Physics'; import HavokPhysics from '@babylonjs/h…

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## [Running null engine on specific framerate](https://forum.babylonjs.com/t/running-null-engine-on-specific-framerate/58708)

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**Author:** [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Replies:** 2\
**Last updated:** [May 28, 2025, 9:20pm UTC](https://forum.babylonjs.com/t/running-null-engine-on-specific-framerate/58708 "2025-05-28T21:20:41Z")

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Hi everyone! Quick question! I’m running NullEngine server side with Bun, and I’m trying to optimize my CPU usage, since servers cost money :money\_with\_wings: I’m struggling to understand how to run the render loop cor…

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## [Live remote scene synchronization](https://forum.babylonjs.com/t/live-remote-scene-synchronization/58571)

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**Author:** [@Blackhex](https://forum.babylonjs.com/u/Blackhex)\
**Replies:** 9\
**Last updated:** [May 23, 2025, 7:08am UTC](https://forum.babylonjs.com/t/live-remote-scene-synchronization/58571 "2025-05-23T07:08:55Z")

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Hello. What are the options for live remote scene synchronization either between two browsers or between a bowser and Node.js server unning NullEngine instance? After some research I found only answsers that suggest to…

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## [Artificially limiting framerate](https://forum.babylonjs.com/t/artificially-limiting-framerate/35342)

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**Author:** [@vladmandic](https://forum.babylonjs.com/u/vladmandic)\
**Replies:** 24\
**Last updated:** [April 12, 2025, 11:53am UTC](https://forum.babylonjs.com/t/artificially-limiting-framerate/35342 "2025-04-12T11:53:17Z")

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I have a real-time ML model executing on GPU using WebGL and its always competing with resources with BabylonJS scene that visualizes results from the model. When ML model is paused, babylon both engine.getFps() and eng…

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## [ArcRotateCamera ZoomIn/ZoomOut Issue](https://forum.babylonjs.com/t/arcrotatecamera-zoomin-zoomout-issue/57041)

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**Author:** [@ilyokonm](https://forum.babylonjs.com/u/ilyokonm)\
**Replies:** 6\
**Last updated:** [March 11, 2025, 7:11pm UTC](https://forum.babylonjs.com/t/arcrotatecamera-zoomin-zoomout-issue/57041 "2025-03-11T19:11:44Z")

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Hello everyone, I am developing a project using BabylonJs and at the same time I am using ArcRotateCamera in my project. I am having a problem with the zoom in and zoom out feature of ArcRotateCamera. When the scene is …

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## [Null Engine export as gltf](https://forum.babylonjs.com/t/null-engine-export-as-gltf/30049)

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**Author:** [@JoeyKo](https://forum.babylonjs.com/u/JoeyKo)\
**Replies:** 12\
**Last updated:** [February 5, 2025, 10:00pm UTC](https://forum.babylonjs.com/t/null-engine-export-as-gltf/30049 "2025-02-05T22:00:11Z")

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Hey, guys. I am using NullEngine on the node.js server. With the babylonjs-serializers's GLTF2Export.GLBAsync exports nothing. Is there any way to export the scene as glb with the NullEngine.

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## [Havok physics speed goes x2 if a second engine exists](https://forum.babylonjs.com/t/havok-physics-speed-goes-x2-if-a-second-engine-exists/56031)

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**Author:** [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Replies:** 8\
**Last updated:** [January 30, 2025, 3:34pm UTC](https://forum.babylonjs.com/t/havok-physics-speed-goes-x2-if-a-second-engine-exists/56031 "2025-01-30T15:34:43Z")

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Hello ! I’m not sure either it’s a known behavior, or a bug : While playing arround with Havok Physics, I was copy-pasting some stuff from a PG to another, and I came into doubling the speed for apparently no reason. A…

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## [Is it possible to run two independent BabylonJS engines on two canvases?](https://forum.babylonjs.com/t/is-it-possible-to-run-two-independent-babylonjs-engines-on-two-canvases/55781)

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**Author:** [@renku](https://forum.babylonjs.com/u/renku)\
**Replies:** 5\
**Last updated:** [January 16, 2025, 9:46am UTC](https://forum.babylonjs.com/t/is-it-possible-to-run-two-independent-babylonjs-engines-on-two-canvases/55781 "2025-01-16T09:46:59Z")

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I have been trying to run two BabylonJS instances on two separate canvases, but I’m running into various problems. I’m wondering if this scenario is supported at all or not. Unfortunately I don’t know how to sensibly re…

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## [How to disable the logging of BabylonJS version in NullEngine?](https://forum.babylonjs.com/t/how-to-disable-the-logging-of-babylonjs-version-in-nullengine/55935)

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**Author:** [@renku](https://forum.babylonjs.com/u/renku)\
**Replies:** 2\
**Last updated:** [January 13, 2025, 9:49am UTC](https://forum.babylonjs.com/t/how-to-disable-the-logging-of-babylonjs-version-in-nullengine/55935 "2025-01-13T09:49:05Z")

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I’m using NullEngine to write unit tests (as the documentation suggests). But when I instantiate it: new NullEngine(); I get the following printed to the console: BJS - \[10:18:31\]: Babylon.js v7.42.0 - Null engine S…

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## [Can not start audio if WebGLContext](https://forum.babylonjs.com/t/can-not-start-audio-if-webglcontext/55113)

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**Author:** [@PichouPichou](https://forum.babylonjs.com/u/PichouPichou)\
**Replies:** 4\
**Last updated:** [December 8, 2024, 10:33am UTC](https://forum.babylonjs.com/t/can-not-start-audio-if-webglcontext/55113 "2024-12-08T10:33:04Z")

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Hey BJS Team, hope you’re well! I wanted to let you know about a strange problem I’ve been having with the AudioEngine: If I start my engine using an Html Canvas element, I have no problem but if I use a WebGLContext, …

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## [Why async \_readTexturePixels uses synchronous version of readTexturePixels?](https://forum.babylonjs.com/t/why-async-readtexturepixels-uses-synchronous-version-of-readtexturepixels/51290)

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**Author:** [@forux](https://forum.babylonjs.com/u/forux)\
**Replies:** 41\
**Last updated:** [September 30, 2024, 3:24pm UTC](https://forum.babylonjs.com/t/why-async-readtexturepixels-uses-synchronous-version-of-readtexturepixels/51290 "2024-09-30T15:24:25Z")

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Hello! I see below that the async version of readTexturePixels, instead of using an async function from webgl/webgpu, just uses a synchronous version. Why is that? Async version does not provide any benefits? ThinEngi…

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## [Prevent excessive \`onViewMatrixChangedObservable\`](https://forum.babylonjs.com/t/prevent-excessive-onviewmatrixchangedobservable/53790)

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**Author:** [@zb\_sj](https://forum.babylonjs.com/u/zb_sj)\
**Replies:** 6\
**Last updated:** [September 30, 2024, 9:25am UTC](https://forum.babylonjs.com/t/prevent-excessive-onviewmatrixchangedobservable/53790 "2024-09-30T09:25:09Z")

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My project occasionally runs some heavy pickWithRay in onViewMatrixChangedObservable. I had to profile to improve my project’s performance. I’ve found some logic scene.render() with camera.getViewMatrix somehow call…

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## [\`Effect.\_checkIsReady\` infinite loop when dispose scene with DefaultRenderingPipeline again](https://forum.babylonjs.com/t/effect-checkisready-infinite-loop-when-dispose-scene-with-defaultrenderingpipeline-again/53633)

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**Author:** [@noname0310](https://forum.babylonjs.com/u/noname0310)\
**Replies:** 2\
**Last updated:** [September 23, 2024, 8:48am UTC](https://forum.babylonjs.com/t/effect-checkisready-infinite-loop-when-dispose-scene-with-defaultrenderingpipeline-again/53633 "2024-09-23T08:48:44Z")

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This issue is followed by: Here’s the code to reproduce the bug const canvas = document.createElement("canvas"); const engine = new Engine(canvas); const scene = new Scene(engine); const defaultPipeline = new DefaultR…

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## [Engine's antialias option has no effect](https://forum.babylonjs.com/t/engines-antialias-option-has-no-effect/52721)

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**Author:** [@xiasun](https://forum.babylonjs.com/u/xiasun)\
**Replies:** 19\
**Last updated:** [August 14, 2024, 4:02pm UTC](https://forum.babylonjs.com/t/engines-antialias-option-has-no-effect/52721 "2024-08-14T16:02:31Z")

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Hello all, I am trying to use antialiasing, but I found setting it on creating engine has no effect to framerates. // ... // disable antialias var engine = new BABYLON.Engine(canvas, false, { antialias: false, /…

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## [App crashes if screen is navigated to a view with EngineView](https://forum.babylonjs.com/t/app-crashes-if-screen-is-navigated-to-a-view-with-engineview/52474)

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**Author:** [@thechaudhrysab](https://forum.babylonjs.com/u/thechaudhrysab)\
**Replies:** 5\
**Last updated:** [August 5, 2024, 6:57pm UTC](https://forum.babylonjs.com/t/app-crashes-if-screen-is-navigated-to-a-view-with-engineview/52474 "2024-08-05T18:57:02Z")

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I’m using BabylonJS ReactNative. My code works fine but only one type of behaviour it crashes. I’ve a Home.tsx where I’m loading a 3D modal const engine = useEngine(); const \[scene, setScene\] = useState\<Scene\>(); …

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## [\`Effect.\_checkIsReady\` infinite loop when dispose scene with DefaultRenderingPipeline](https://forum.babylonjs.com/t/effect-checkisready-infinite-loop-when-dispose-scene-with-defaultrenderingpipeline/52112)

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**Author:** [@noname0310](https://forum.babylonjs.com/u/noname0310)\
**Replies:** 3\
**Last updated:** [July 17, 2024, 11:08pm UTC](https://forum.babylonjs.com/t/effect-checkisready-infinite-loop-when-dispose-scene-with-defaultrenderingpipeline/52112 "2024-07-17T23:08:03Z")

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The code to reproduce the bug is very short. const canvas = document.createElement("canvas"); const engine = new Engine(canvas); const scene = new Scene(engine); new DefaultRenderingPipeline("default", true, scene); sc…

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## [Is there a way to change engine FPS?](https://forum.babylonjs.com/t/is-there-a-way-to-change-engine-fps/49783)

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**Author:** [@tawibox](https://forum.babylonjs.com/u/tawibox)\
**Replies:** 6\
**Last updated:** [June 13, 2024, 10:18pm UTC](https://forum.babylonjs.com/t/is-there-a-way-to-change-engine-fps/49783 "2024-06-13T22:18:31Z")

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Hi community, Is there a way to change engine FPS to any fixed FPS number I desire? I created this cam animation in Unreal, 100 frames, 30 FPS, but when I import it into babylon, the animation duration becomes 200 fra…

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## [WebAssembly modules for Babylon.JS](https://forum.babylonjs.com/t/webassembly-modules-for-babylon-js/51278)

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**Author:** [@Daniel\_P](https://forum.babylonjs.com/u/Daniel_P)\
**Replies:** 3\
**Last updated:** [June 12, 2024, 8:43pm UTC](https://forum.babylonjs.com/t/webassembly-modules-for-babylon-js/51278 "2024-06-12T20:43:02Z")

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A littile of context: I am using Babylon.JS 7 with npm, and I’m actually love it, tho my project needs a lot of calculations and I came to WebAssembly, it makes code many times faster. And now while my code works fast, I…

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## [Can someone explain me the updateable flag in applyToMesh?](https://forum.babylonjs.com/t/can-someone-explain-me-the-updateable-flag-in-applytomesh/50960)

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**Author:** [@julianhahn](https://forum.babylonjs.com/u/julianhahn)\
**Replies:** 1\
**Last updated:** [May 31, 2024, 10:58am UTC](https://forum.babylonjs.com/t/can-someone-explain-me-the-updateable-flag-in-applytomesh/50960 "2024-05-31T10:58:19Z")

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Hello! I hope it’s okay to ask a question which does not have a specific issue. My colleague and I wondered what difference it actually makes to set the “updateable” flag, but couldn’t articulate any answer. I tried to…

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## [Issue with double engine instancing after creating a screenshot](https://forum.babylonjs.com/t/issue-with-double-engine-instancing-after-creating-a-screenshot/50241)

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**Author:** [@Fli](https://forum.babylonjs.com/u/Fli)\
**Replies:** 3\
**Last updated:** [May 2, 2024, 2:25pm UTC](https://forum.babylonjs.com/t/issue-with-double-engine-instancing-after-creating-a-screenshot/50241 "2024-05-02T14:25:51Z")

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Hello all, I am currently working on upgrading my project from babylonjs version 6.43.0 to version 7.5.0. and i’m encountering a issue: The issue started when i tried to use some functionality to show gui elements when…

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## [Disposing everything in a large scene takes a very long time](https://forum.babylonjs.com/t/disposing-everything-in-a-large-scene-takes-a-very-long-time/49906)

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**Author:** [@FearsomeFlyingJacob](https://forum.babylonjs.com/u/FearsomeFlyingJacob)\
**Replies:** 12\
**Last updated:** [April 23, 2024, 6:44pm UTC](https://forum.babylonjs.com/t/disposing-everything-in-a-large-scene-takes-a-very-long-time/49906 "2024-04-23T18:44:19Z")

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I’m using BabylonJS in a Vue application, and I need to dispose everything when unmounting the component. I have a scene open with many meshes, most of which instances (\>25k). Calling dispose() on this scene (or on the …

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