# \#havok

**URL:** https://forum.babylonjs.com/tag/havok/325.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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## [Babylon Lite - Havok Manifold Modifiers or plane clipping](https://forum.babylonjs.com/t/babylon-lite-havok-manifold-modifiers-or-plane-clipping/64340)

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**Author:** [@IsaacP](https://forum.babylonjs.com/u/IsaacP)\
**Replies:** 0\
**Last updated:** [October 17, 2026, 8:55pm UTC](https://forum.babylonjs.com/t/babylon-lite-havok-manifold-modifiers-or-plane-clipping/64340 "2026-10-17T20:55:49Z")

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I’m building a portal-esque project (for fun) - however, there is no way to create manifold modifiers w/ Havok in Babylon (to reject collision behind the portal plane). This means longer objects in the portal will collid…

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## [Havok Web: Speed-Dependent Premature Sphere Collision at 60 Hz。](https://forum.babylonjs.com/t/havok-web-speed-dependent-premature-sphere-collision-at-60-hz/64226)

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**Author:** [@Zhengxi\_Zhang](https://forum.babylonjs.com/u/Zhengxi_Zhang)\
**Replies:** 4\
**Last updated:** [October 13, 2026, 11:26pm UTC](https://forum.babylonjs.com/t/havok-web-speed-dependent-premature-sphere-collision-at-60-hz/64226 "2026-10-13T23:26:45Z")

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Hi, I found a possible premature sphere–sphere collision in Havok Web. Playground: https://playground.babylonjs.com/#6OLMY6#4 The example uses two dynamic spheres, zero gravity, and a fixed 60 Hz physics step. One sph…

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## [Importing big mesh modify physic behaviour](https://forum.babylonjs.com/t/importing-big-mesh-modify-physic-behaviour/63996)

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**Author:** [@Leandro\_Roggerone](https://forum.babylonjs.com/u/Leandro_Roggerone)\
**Replies:** 4\
**Last updated:** [August 25, 2026, 7:40pm UTC](https://forum.babylonjs.com/t/importing-big-mesh-modify-physic-behaviour/63996 "2026-08-25T19:40:37Z")

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Hello guys. I created a gliding effect for my character. It worked very nice , I was testing physic behaviour falling from a high to a lower platform. After that I created a big glb mesh using topo export site and imp…

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## [Havok HP\_World\_GetNumBodies returns N-1 instead of N](https://forum.babylonjs.com/t/havok-hp-world-getnumbodies-returns-n-1-instead-of-n/63855)

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**Author:** [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Replies:** 7\
**Last updated:** [July 29, 2026, 10:14am UTC](https://forum.babylonjs.com/t/havok-hp-world-getnumbodies-returns-n-1-instead-of-n/63855 "2026-07-29T10:14:30Z")

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Hey there, I think I found a bug with the latest Havok version, seems like HP\_World\_GetNumBodies returns 1 less than the actual number of bodies: This function is used to decide when physics regions are removed, so t…

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## [Momentum Cup 2026 - A turn-based physics button soccer game](https://forum.babylonjs.com/t/momentum-cup-2026-a-turn-based-physics-button-soccer-game/63662)

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**Author:** [@rafaelj](https://forum.babylonjs.com/u/rafaelj)\
**Replies:** 3\
**Last updated:** [June 19, 2026, 6:32pm UTC](https://forum.babylonjs.com/t/momentum-cup-2026-a-turn-based-physics-button-soccer-game/63662 "2026-06-19T18:32:07Z")

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Hello again, Babylon.js community! I’m back with a new physics game to share with you all: Momentum Cup 2026. As a physics teacher, I wanted to turn the traditional Brazilian tabletop game of button football (futebol d…

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## [Ragdoll config.min/max is unused](https://forum.babylonjs.com/t/ragdoll-config-min-max-is-unused/63651)

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**Author:** [@Joe\_Kerr](https://forum.babylonjs.com/u/Joe_Kerr)\
**Replies:** 1\
**Last updated:** [June 18, 2026, 7:41am UTC](https://forum.babylonjs.com/t/ragdoll-config-min-max-is-unused/63651 "2026-06-18T07:41:57Z")

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Hi everyone, Please see as follows: Babylon.js/packages/dev/core/src/Physics/v2/ragdoll.ts at aa48d7991044cb0d15054edf61a55c4a99182d89 · BabylonJS/Babylon.js · GitHub rotationAxis defines the axis that will be const…

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## [Havok: Creating a new PhysicsAggregate of type MESH fails once a mesh has been disposed](https://forum.babylonjs.com/t/havok-creating-a-new-physicsaggregate-of-type-mesh-fails-once-a-mesh-has-been-disposed/63594)

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**Author:** [@cronvel](https://forum.babylonjs.com/u/cronvel)\
**Replies:** 5\
**Last updated:** [June 10, 2026, 1:06pm UTC](https://forum.babylonjs.com/t/havok-creating-a-new-physicsaggregate-of-type-mesh-fails-once-a-mesh-has-been-disposed/63594 "2026-06-10T13:06:43Z")

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Hi there, I have troubles with Havok. If I create a PhysicsAggregate of type MESH, then dispose both the aggregate and the mesh later, the next time I try to create a PhysicsAggregate from a brand new mesh it fails. Th…

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## [Exception when querying data from a disposed PhysicsBody](https://forum.babylonjs.com/t/exception-when-querying-data-from-a-disposed-physicsbody/63553)

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**Author:** [@Joe\_Kerr](https://forum.babylonjs.com/u/Joe_Kerr)\
**Replies:** 2\
**Last updated:** [May 29, 2026, 3:10pm UTC](https://forum.babylonjs.com/t/exception-when-querying-data-from-a-disposed-physicsbody/63553 "2026-05-29T15:10:21Z")

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Hi everyone, Please see here: https://playground.babylonjs.com/#Z8HTUN#1337 I am still chasing why this is possible\*\* in my local project (obviously there should not be a call to anything after the body has been dispos…

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## [Collision observable on thin instances?](https://forum.babylonjs.com/t/collision-observable-on-thin-instances/62880)

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**Author:** [@Joe\_Kerr](https://forum.babylonjs.com/u/Joe_Kerr)\
**Replies:** 5\
**Last updated:** [March 23, 2026, 10:56am UTC](https://forum.babylonjs.com/t/collision-observable-on-thin-instances/62880 "2026-03-23T10:56:53Z")

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Hi everyone, Is that possible (physics collisions with thin instances)? I have been trying here: https://playground.babylonjs.com/#LLY21U#2 But the moment I want to get the observable (body.getCollisionObservable()) it…

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## [Are motorized constraints still being introduced?](https://forum.babylonjs.com/t/are-motorized-constraints-still-being-introduced/49617)

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**Author:** [@Octo8080X](https://forum.babylonjs.com/u/Octo8080X)\
**Replies:** 14\
**Last updated:** [March 15, 2026, 5:09pm UTC](https://forum.babylonjs.com/t/are-motorized-constraints-still-being-introduced/49617 "2026-03-15T17:09:51Z")

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Motor is introduced in Phicisc v1(Cannon, Ammo, Oimo), but not in Phicisc v2(havok). I want this very much. Or maybe the function is there, but I don’t think this function is described in the documentation. v1 https:…

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## [Applesauce with Babylon HTML (Skating Blood Physics)](https://forum.babylonjs.com/t/applesauce-with-babylon-html-skating-blood-physics/62559)

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**Author:** [@southofsouthrecords](https://forum.babylonjs.com/u/southofsouthrecords)\
**Replies:** 2\
**Last updated:** [February 26, 2026, 8:21am UTC](https://forum.babylonjs.com/t/applesauce-with-babylon-html-skating-blood-physics/62559 "2026-02-26T08:21:16Z")

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hey! I’ve been developing a skateboarding game using Babylon! First started on Three.js, then discovered Babylon and Havok! It’s been an incredible learning curve. Heres a dev-ramble. ride skateboard shoot guns bloodspi…

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## [Per-pair collision filtering in Havok WASM, possible?](https://forum.babylonjs.com/t/per-pair-collision-filtering-in-havok-wasm-possible/62527)

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**Author:** [@Stargazer](https://forum.babylonjs.com/u/Stargazer)\
**Replies:** 8\
**Last updated:** [February 25, 2026, 7:25pm UTC](https://forum.babylonjs.com/t/per-pair-collision-filtering-in-havok-wasm-possible/62527 "2026-02-25T19:25:13Z")

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Hello! I am trying to solve this specific problem: Masks: “All bodies on layer X can collide with all bodies on layer Y.” Per-pair: “But body #7 on layer X should ignore body #12 on layer Y right now.” For reference,…

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## [X-Town Tactics (super early access)](https://forum.babylonjs.com/t/x-town-tactics-super-early-access/48587)

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**Author:** [@Joe\_Kerr](https://forum.babylonjs.com/u/Joe_Kerr)\
**Replies:** 60\
**Last updated:** [February 12, 2026, 7:27pm UTC](https://forum.babylonjs.com/t/x-town-tactics-super-early-access/48587 "2026-02-12T19:27:06Z")

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Hi everyone, Turn-based tactics like X-Com or Jagged Alliance: There is some enemies placed on the map. Shoot them before they shoot you (duh). Briefing and tutorial in-game. :joystick: Play sneak peak now If you are…

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## [Failed to update position vector in some timing when using havok](https://forum.babylonjs.com/t/failed-to-update-position-vector-in-some-timing-when-using-havok/61947)

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**Author:** [@tanpopo](https://forum.babylonjs.com/u/tanpopo)\
**Replies:** 4\
**Last updated:** [January 8, 2026, 8:10am UTC](https://forum.babylonjs.com/t/failed-to-update-position-vector-in-some-timing-when-using-havok/61947 "2026-01-08T08:10:51Z")

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playground: https://playground.babylonjs.com/#E9R16H#3 If I update position vector in after render call back or just sync, there will be some case that position can’t update. Now I get rid of this by setting body’s disa…

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## [CharacterController not moving with kinematic platform (moving plane goes through character)](https://forum.babylonjs.com/t/charactercontroller-not-moving-with-kinematic-platform-moving-plane-goes-through-character/61378)

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**Author:** [@ertugrulcetin](https://forum.babylonjs.com/u/ertugrulcetin)\
**Replies:** 21\
**Last updated:** [December 21, 2025, 7:37pm UTC](https://forum.babylonjs.com/t/charactercontroller-not-moving-with-kinematic-platform-moving-plane-goes-through-character/61378 "2025-12-21T19:37:00Z")

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Hi, I’m using PhysicsCharacterController and facing an issue with its kinematic behavior. In this Playground, I created a static physics body (a plane) that moves up and down constantly. When I jump on top of that plan…

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## [Position motor does not reach target angle](https://forum.babylonjs.com/t/position-motor-does-not-reach-target-angle/61388)

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**Author:** [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Replies:** 10\
**Last updated:** [December 12, 2025, 8:40am UTC](https://forum.babylonjs.com/t/position-motor-does-not-reach-target-angle/61388 "2025-12-12T08:40:25Z")

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Hey there, I am making a motorized hinge mechanism with Havok and I am trying to use PhysicsConstraintMotorType.POSITION: However I don’t understand what is happening when I use setAxisMotorTarget: the hinge does not…

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## [Custom position update with havok](https://forum.babylonjs.com/t/custom-position-update-with-havok/61466)

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**Author:** [@tanpopo](https://forum.babylonjs.com/u/tanpopo)\
**Replies:** 2\
**Last updated:** [November 19, 2025, 1:07am UTC](https://forum.babylonjs.com/t/custom-position-update-with-havok/61466 "2025-11-19T01:07:50Z")

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My situation: I use moveWithCollisions with some extra code solving upstairs/slope/jump to calculate a new position per frame for a character, now I want to play football using the character controller, and I hope the ph…

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## [Check if PhysicsBody is asleep](https://forum.babylonjs.com/t/check-if-physicsbody-is-asleep/61401)

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**Author:** [@alekop](https://forum.babylonjs.com/u/alekop)\
**Replies:** 2\
**Last updated:** [November 13, 2025, 6:30pm UTC](https://forum.babylonjs.com/t/check-if-physicsbody-is-asleep/61401 "2025-11-13T18:30:18Z")

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I was looking for a quick way to skip stationary bodies, and my first thought was the (nonexistent) isAsleep property. Is there a property in havok itself that we could read/expose via the plugin? I’m currently checking …

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## [Trouble initialising Havok instance](https://forum.babylonjs.com/t/trouble-initialising-havok-instance/42718)

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**Author:** [@DaleDeSilva](https://forum.babylonjs.com/u/DaleDeSilva)\
**Replies:** 9\
**Last updated:** [November 13, 2025, 5:42am UTC](https://forum.babylonjs.com/t/trouble-initialising-havok-instance/42718 "2025-11-13T05:42:41Z")

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Hi, I’m trying to use Havok in a StackBlitz Project but I’m having trouble initialising it. The project is here: I’m receiving the error shown below in the console and the code doesn’t progress past the await HavokPhy…

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## [Understanding the physics of teleporting bodies](https://forum.babylonjs.com/t/understanding-the-physics-of-teleporting-bodies/61234)

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**Author:** [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Replies:** 3\
**Last updated:** [November 1, 2025, 10:48am UTC](https://forum.babylonjs.com/t/understanding-the-physics-of-teleporting-bodies/61234 "2025-11-01T10:48:43Z")

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Hey there, I am tinkering with teleporting objects while applying forces to them (my use case is recentering the physics scene when the objects are far from the origin so I avoid the 32bit imprecision of Havok calculati…

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## [Havok box debug drawing is slightly smaller than box](https://forum.babylonjs.com/t/havok-box-debug-drawing-is-slightly-smaller-than-box/61154)

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**Author:** [@regna](https://forum.babylonjs.com/u/regna)\
**Replies:** 3\
**Last updated:** [October 28, 2025, 4:45pm UTC](https://forum.babylonjs.com/t/havok-box-debug-drawing-is-slightly-smaller-than-box/61154 "2025-10-28T16:45:19Z")

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Please see the PG: https://playground.babylonjs.com/#0U7AEA#8 Please note how Havok’s debug drawing of a box is slightly smaller than the box. I found that it’s always smaller by of 0.015 in width, height, and depth. (…

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## [Does PhysicsCharacterController support collision filtering?](https://forum.babylonjs.com/t/does-physicscharactercontroller-support-collision-filtering/61106)

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**Author:** [@ertugrulcetin](https://forum.babylonjs.com/u/ertugrulcetin)\
**Replies:** 4\
**Last updated:** [October 23, 2025, 2:20pm UTC](https://forum.babylonjs.com/t/does-physicscharactercontroller-support-collision-filtering/61106 "2025-10-23T14:20:12Z")

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I’m using the new PhysicsCharacterController and want my character to collide only with specific physics objects while ignoring others (for example, trigger zones or non-solid bodies). The docs mention filterMembershipM…

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## [Is onAfterPhysicsObservable called every frame or every physics tick?](https://forum.babylonjs.com/t/is-onafterphysicsobservable-called-every-frame-or-every-physics-tick/61071)

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**Author:** [@ertugrulcetin](https://forum.babylonjs.com/u/ertugrulcetin)\
**Replies:** 5\
**Last updated:** [October 22, 2025, 9:15am UTC](https://forum.babylonjs.com/t/is-onafterphysicsobservable-called-every-frame-or-every-physics-tick/61071 "2025-10-22T09:15:24Z")

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I’m trying to understand the execution frequency of scene.onAfterPhysicsObservable.add(). When I log something inside scene.onBeforeRenderObservable, I get around 120 outputs per second, which matches my FPS as expected…

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## [PhysicsV2 Car Simulation Template](https://forum.babylonjs.com/t/physicsv2-car-simulation-template/53801)

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**Author:** [@Tr909](https://forum.babylonjs.com/u/Tr909)\
**Replies:** 18\
**Last updated:** [October 18, 2025, 11:16am UTC](https://forum.babylonjs.com/t/physicsv2-car-simulation-template/53801 "2025-10-18T11:16:31Z")

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Hi All, I’ve created a car simulation example with Havok/PhysicsV2 that I think would be a great starting point for anyone interested! It implements: Motorised joints for powered wheels and steering Stiffness and damp…

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## [Let us get more results from havok pointProximity and shapeProximity](https://forum.babylonjs.com/t/let-us-get-more-results-from-havok-pointproximity-and-shapeproximity/60319)

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**Author:** [@kloklike](https://forum.babylonjs.com/u/kloklike)\
**Replies:** 2\
**Last updated:** [September 22, 2025, 12:27pm UTC](https://forum.babylonjs.com/t/let-us-get-more-results-from-havok-pointproximity-and-shapeproximity/60319 "2025-09-22T12:27:54Z")

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See original thread here: Return all results with physics v2 shape cast (shapeProximity) I’d like to second the request for letting us get more results in pointProximity and shapeProximity queries. Same (obvious) use ca…

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## [Counter part to Havok.getBodyGeometry?](https://forum.babylonjs.com/t/counter-part-to-havok-getbodygeometry/60495)

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**Author:** [@Joe\_Kerr](https://forum.babylonjs.com/u/Joe_Kerr)\
**Replies:** 1\
**Last updated:** [September 13, 2025, 10:59pm UTC](https://forum.babylonjs.com/t/counter-part-to-havok-getbodygeometry/60495 "2025-09-13T22:59:16Z")

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Hi everyone, We have HavokPlugin.getBodyGeometry. I was hoping to find something like “ReBuildShapeFromGeometry()” or so. Is there a private function I missed somewhere? Otherwise, there is a workaround\* via instantiat…

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## [Havok collision callbacks: body-specific vs world-wide](https://forum.babylonjs.com/t/havok-collision-callbacks-body-specific-vs-world-wide/60317)

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**Author:** [@kloklike](https://forum.babylonjs.com/u/kloklike)\
**Replies:** 6\
**Last updated:** [September 1, 2025, 3:44pm UTC](https://forum.babylonjs.com/t/havok-collision-callbacks-body-specific-vs-world-wide/60317 "2025-09-01T15:44:13Z")

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Playground: https://playground.babylonjs.com/#Z8HTUN#1257 You can set “doBodySpecificCallbacks” to true or false to switch between body-specific and world-wide collision callbacks I’m trying to get my physics collision …

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## [How do I create a constraint with Havok?](https://forum.babylonjs.com/t/how-do-i-create-a-constraint-with-havok/59497)

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**Author:** [@TadKing42](https://forum.babylonjs.com/u/TadKing42)\
**Replies:** 3\
**Last updated:** [August 27, 2025, 1:31am UTC](https://forum.babylonjs.com/t/how-do-i-create-a-constraint-with-havok/59497 "2025-08-27T01:31:27Z")

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How do I create a constraint with havok physics engine?

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## [Physics forces sync issue between players in multiplayer game](https://forum.babylonjs.com/t/physics-forces-sync-issue-between-players-in-multiplayer-game/60183)

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**Author:** [@mmhosein.hp](https://forum.babylonjs.com/u/mmhosein.hp)\
**Replies:** 2\
**Last updated:** [August 22, 2025, 10:08pm UTC](https://forum.babylonjs.com/t/physics-forces-sync-issue-between-players-in-multiplayer-game/60183 "2025-08-22T22:08:27Z")

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Hi everyone, I’m working on a multiplayer game with Havok physics and Socket.IO. The forces are exchanged between players through sockets, and the players are synced correctly. But sometimes, the ball doesn’t behave t…

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## [Havok with Babylon.js License/Free to?](https://forum.babylonjs.com/t/havok-with-babylon-js-license-free-to/59637)

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**Author:** [@MyVDB](https://forum.babylonjs.com/u/MyVDB)\
**Replies:** 1\
**Last updated:** [July 21, 2025, 7:21am UTC](https://forum.babylonjs.com/t/havok-with-babylon-js-license-free-to/59637 "2025-07-21T07:21:05Z")

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Hello everyone! I am new in this forum. I would like to consult them if the use of Havok with Babylon.js serves a project that, although it just starts, obviously intends to be commercialized in the way, so to speak. T…

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