# \#lite

**URL:** https://forum.babylonjs.com/tag/lite/654.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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## [\[lite\] Is there a way to tell which commits are in a particular @babylon/lite package version?](https://forum.babylonjs.com/t/lite-is-there-a-way-to-tell-which-commits-are-in-a-particular-babylon-lite-package-version/64087)

<div class="topic-metadata">

**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 3\
**Last updated:** [September 14, 2026, 3:34pm UTC](https://forum.babylonjs.com/t/lite-is-there-a-way-to-tell-which-commits-are-in-a-particular-babylon-lite-package-version/64087 "2026-09-14T15:34:59Z")

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Lite is improving rapidly, and I’m often trying to determine if a particular change has been released. I couldn’t find evidence that a new package version results in a commit to the Babylon-lite repo. That’s typically wh…

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## [\[Lite\] Naming: scaleVec3 vs. mat4Scale?](https://forum.babylonjs.com/t/lite-naming-scalevec3-vs-mat4scale/64065)

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**Author:** [@pjoe](https://forum.babylonjs.com/u/pjoe)\
**Replies:** 2\
**Last updated:** [September 9, 2026, 4:28pm UTC](https://forum.babylonjs.com/t/lite-naming-scalevec3-vs-mat4scale/64065 "2026-09-09T16:28:25Z")

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Noticed a bit of inconsistent naming in core math, e.g. for vec3 it’s: addVec3 scaleVec3 \<operation\>\<Type\> While for mat4: mat4Multiply mat4Scale \<type\>\<Operation\> Guessing it’s a bit late to easily fix - but just wa…

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## [Babylon Lite GUI work](https://forum.babylonjs.com/t/babylon-lite-gui-work/63797)

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**Author:** [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Replies:** 5\
**Last updated:** [September 8, 2026, 10:06am UTC](https://forum.babylonjs.com/t/babylon-lite-gui-work/63797 "2026-09-08T10:06:34Z")

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Hi everyone! I have been investigating porting my game to Babylon Lite (from Babylon.js), and noticed that there is no GUI implementation planned soon. So I decided to make a thread here and not flood the issue with co…

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## [\# \[LITE\] Custom setParent Hierarchy and Pivot Inversion Quirks in WebGPU Backend](https://forum.babylonjs.com/t/lite-custom-setparent-hierarchy-and-pivot-inversion-quirks-in-webgpu-backend/64033)

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**Author:** [@Petros\_Pap](https://forum.babylonjs.com/u/Petros_Pap)\
**Replies:** 1\
**Last updated:** [September 3, 2026, 11:40am UTC](https://forum.babylonjs.com/t/lite-custom-setparent-hierarchy-and-pivot-inversion-quirks-in-webgpu-backend/64033 "2026-09-03T11:40:34Z")

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Hello all! I am working on implementing a custom, performance-critical setParent framework layer inside the minimalist @babylonjs/lite ecosystem. The core objective is allowing both standard primitive meshes and custom…

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## [\[LITE\] const enums and verbatimeModuleSyntax](https://forum.babylonjs.com/t/lite-const-enums-and-verbatimemodulesyntax/64034)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 1\
**Last updated:** [September 2, 2026, 9:13pm UTC](https://forum.babylonjs.com/t/lite-const-enums-and-verbatimemodulesyntax/64034 "2026-09-02T21:13:23Z")

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Hi folks! As I dig into lite physics, I’m running afoul of TS error 2748: Cannot access ambient const enums when ‘verbatimModuleSyntax’ is enabled. Physics has constants of this style: export declare const enum Phys…

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## [\[Lite\] Thin instance & physics bodies?](https://forum.babylonjs.com/t/lite-thin-instance-physics-bodies/64017)

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**Author:** [@pjoe](https://forum.babylonjs.com/u/pjoe)\
**Replies:** 5\
**Last updated:** [August 31, 2026, 3:47pm UTC](https://forum.babylonjs.com/t/lite-thin-instance-physics-bodies/64017 "2026-08-31T15:47:00Z")

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Does lite have any support for handling physics with thin instances, like: Babylon.js docs ? Seems thin instances is the main optimization in lite for many same meshes, so wondering how to also handle physics in this ca…

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## [\[Lite\] Clones and targeted animation](https://forum.babylonjs.com/t/lite-clones-and-targeted-animation/64010)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 2\
**Last updated:** [August 29, 2026, 1:54pm UTC](https://forum.babylonjs.com/t/lite-clones-and-targeted-animation/64010 "2026-08-29T13:54:08Z")

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Note: This question isn’t about thin instances. I use those elsewhere, but this is about cloneTransformNode. I’ve successfully used animation groups loaded from gltf in my game. Now I’m making a small number of clones v…

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## [\[Lite\] Picking inside an event handler](https://forum.babylonjs.com/t/lite-picking-inside-an-event-handler/63998)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 2\
**Last updated:** [August 24, 2026, 9:54pm UTC](https://forum.babylonjs.com/t/lite-picking-inside-an-event-handler/63998 "2026-08-24T21:54:30Z")

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I’ve been porting my game to lite, and today I got to picking. The lite analogue to scene.pick is pickAsync. The change from sync to async creates some additional work, and so I looked in lite to see how you’re approachi…

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## [Webgpu adapter not available at KW?](https://forum.babylonjs.com/t/webgpu-adapter-not-available-at-kw/63982)

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**Author:** [@Petros\_Pap](https://forum.babylonjs.com/u/Petros_Pap)\
**Replies:** 6\
**Last updated:** [August 23, 2026, 6:28am UTC](https://forum.babylonjs.com/t/webgpu-adapter-not-available-at-kw/63982 "2026-08-23T06:28:15Z")

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Hi there, i have create a liteplayground, while in desktop browser displayed just fine! from my mobile “Chrome” i got a blank scene with log, “webgpu adapter not available at KW:.. liteplayground/engine/dev/\_chunks/en…

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## [\[LITE\] No supported path for GPU-generated geometry, proposal + prototype](https://forum.babylonjs.com/t/lite-no-supported-path-for-gpu-generated-geometry-proposal-prototype/63959)

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**Author:** [@Voxelboy](https://forum.babylonjs.com/u/Voxelboy)\
**Replies:** 6\
**Last updated:** [August 20, 2026, 3:51pm UTC](https://forum.babylonjs.com/t/lite-no-supported-path-for-gpu-generated-geometry-proposal-prototype/63959 "2026-08-20T15:51:42Z")

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Hi all, We have had a lot of success building Manywhere on Babylon.js, and watching how fast Lite is moving we wanted to look at migrating early rather than late. We ran into one gap, and since it looked general rather …

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## [\[LITE\]: About Snapshot Rendering support](https://forum.babylonjs.com/t/lite-about-snapshot-rendering-support/63969)

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**Author:** [@syuilo](https://forum.babylonjs.com/u/syuilo)\
**Replies:** 3\
**Last updated:** [August 20, 2026, 3:50pm UTC](https://forum.babylonjs.com/t/lite-about-snapshot-rendering-support/63969 "2026-08-20T15:50:35Z")

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Hi there, I have a couple of questions. Is Snapshot Rendering (SR) available in lite? Or are there any plans to support it? If I migrate an existing scene that uses (FAST) SR to lite, will there be any benefits in term…

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## [VertexAlpha being ignored by Standard Materials in Lite](https://forum.babylonjs.com/t/vertexalpha-being-ignored-by-standard-materials-in-lite/63968)

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**Author:** [@dkong](https://forum.babylonjs.com/u/dkong)\
**Replies:** 5\
**Last updated:** [August 19, 2026, 1:43am UTC](https://forum.babylonjs.com/t/vertexalpha-being-ignored-by-standard-materials-in-lite/63968 "2026-08-19T01:43:50Z")

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It seems that the Standard Material is not using the the vertex alpha even when I run enableVertexColors() before setting the color array. A workaround I have for now is to set the material alpha and then rebuild the ma…

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## [Chars3D a fast 3D font engine playground for Babylon Lite](https://forum.babylonjs.com/t/chars3d-a-fast-3d-font-engine-playground-for-babylon-lite/63932)

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**Author:** [@Petros\_Pap](https://forum.babylonjs.com/u/Petros_Pap)\
**Replies:** 1\
**Last updated:** [August 11, 2026, 5:59pm UTC](https://forum.babylonjs.com/t/chars3d-a-fast-3d-font-engine-playground-for-babylon-lite/63932 "2026-08-11T17:59:33Z")

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Hello! I am very glad that i ported the Chars3D engine to babylon/lite!! I created a liteplayground demo: Chars3D can be downloaded from: A small help needed for clicking in any mesh, demo has two cameras and i fou…

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## [Gltf thin instances require explicit negative x scaling](https://forum.babylonjs.com/t/gltf-thin-instances-require-explicit-negative-x-scaling/63886)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 2\
**Last updated:** [August 4, 2026, 11:27am UTC](https://forum.babylonjs.com/t/gltf-thin-instances-require-explicit-negative-x-scaling/63886 "2026-08-04T11:27:49Z")

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Observed: Even if the source gltf has (-1,1,1) scaling, the instance also needs (-1,1,1). Expected: A thin instance transform would compose with the model transform, in the same way that a parent transform node would. …

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## [Lite: eulerToQuat promoted to barrel?](https://forum.babylonjs.com/t/lite-eulertoquat-promoted-to-barrel/63866)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 5\
**Last updated:** [August 3, 2026, 1:35pm UTC](https://forum.babylonjs.com/t/lite-eulertoquat-promoted-to-barrel/63866 "2026-08-03T13:35:00Z")

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eulerToQuat is public in scene-core.ts, but is not promoted to the barrel file. In my code I copied the function so that I could create TRS matrices. Can it be added to the barrel, or is there some other mechanism I shou…

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## [ObservableVec3 in lite](https://forum.babylonjs.com/t/observablevec3-in-lite/63858)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 7\
**Last updated:** [July 29, 2026, 5:59pm UTC](https://forum.babylonjs.com/t/observablevec3-in-lite/63858 "2026-07-29T17:59:37Z")

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I wasn’t sure what category this is: Question? Feature request? It’s more like a “musing”. :sweat\_smile: I noticed that the current API for SceneNode.position, scaling, etc have transitioned from assignment of tuples to…

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## [\[Lite\] createArcRotateCamera, getPosition() is missing](https://forum.babylonjs.com/t/lite-createarcrotatecamera-getposition-is-missing/63864)

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**Author:** [@Petros\_Pap](https://forum.babylonjs.com/u/Petros_Pap)\
**Replies:** 6\
**Last updated:** [July 28, 2026, 5:34pm UTC](https://forum.babylonjs.com/t/lite-createarcrotatecamera-getposition-is-missing/63864 "2026-07-28T17:34:29Z")

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Hello, based on getPosition() is missing?

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## [addToScene/removeFromScene and what seems to be a bit of inconsistency](https://forum.babylonjs.com/t/addtoscene-removefromscene-and-what-seems-to-be-a-bit-of-inconsistency/63783)

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**Author:** [@foozler](https://forum.babylonjs.com/u/foozler)\
**Replies:** 9\
**Last updated:** [July 27, 2026, 10:30pm UTC](https://forum.babylonjs.com/t/addtoscene-removefromscene-and-what-seems-to-be-a-bit-of-inconsistency/63783 "2026-07-27T22:30:39Z")

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Hello, Sorry, I am new not only with Babylon Lite/JS but Java/TypeScript in general, so I am not sure, maybe it is all fine… But, objects are created using engine, and destroyed by removeFromScene (not removeFromEngine…

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## [Lite: Confusion about createNodeTransform and negative scaling](https://forum.babylonjs.com/t/lite-confusion-about-createnodetransform-and-negative-scaling/63859)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 2\
**Last updated:** [July 27, 2026, 2:00pm UTC](https://forum.babylonjs.com/t/lite-confusion-about-createnodetransform-and-negative-scaling/63859 "2026-07-27T14:00:19Z")

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Repro (set newRoot to false for the default behavior) I’m loading gltf models which set the root x-scale to -1. I believe that’s to correct the handedness of the model vs the engine. If I parent that root to a new trans…

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## [Transitioning Scenes in Lite](https://forum.babylonjs.com/t/transitioning-scenes-in-lite/63829)

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**Author:** [@ComicSans](https://forum.babylonjs.com/u/ComicSans)\
**Replies:** 7\
**Last updated:** [July 22, 2026, 11:00pm UTC](https://forum.babylonjs.com/t/transitioning-scenes-in-lite/63829 "2026-07-22T23:00:25Z")

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Hi folks! Long time babylon user and I’ve started messing with lite. I’m having a hard time understanding scene transitions though. This playground shows my basic approach, but after the first iteration (whether i start…

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## [\[LITE\] loadGltf - why meshes always duplicated](https://forum.babylonjs.com/t/lite-loadgltf-why-meshes-always-duplicated/63839)

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**Author:** [@foozler](https://forum.babylonjs.com/u/foozler)\
**Replies:** 8\
**Last updated:** [July 22, 2026, 3:48pm UTC](https://forum.babylonjs.com/t/lite-loadgltf-why-meshes-always-duplicated/63839 "2026-07-22T15:48:17Z")

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Hello, Why in Babylon-Lite gltf-loader is not sharing mesh data (eg when in GLTF file mesh index is the same). “\_gpu” on Mesh seems to be ref-counted already, \_cpu\* could be set to the same values too I guess?.. Best r…

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## [Lite running natively on your mobile, today!](https://forum.babylonjs.com/t/lite-running-natively-on-your-mobile-today/63828)

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**Author:** [@laurent](https://forum.babylonjs.com/u/laurent)\
**Replies:** 3\
**Last updated:** [July 22, 2026, 3:17pm UTC](https://forum.babylonjs.com/t/lite-running-natively-on-your-mobile-today/63828 "2026-07-22T15:17:11Z")

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Hi there, Just want to share my prototype of Babylon Lite running natively in IOS and Android using react-native-webgpu and Expo. react-native-webgpu is a fantastic project bringing Dawn to react native. At the moment…

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## [Click on mesh with babylon/lite?](https://forum.babylonjs.com/t/click-on-mesh-with-babylon-lite/63844)

<div class="topic-metadata">

**Author:** [@Petros\_Pap](https://forum.babylonjs.com/u/Petros_Pap)\
**Replies:** 7\
**Last updated:** [July 22, 2026, 12:29pm UTC](https://forum.babylonjs.com/t/click-on-mesh-with-babylon-lite/63844 "2026-07-22T12:29:48Z")

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Hello, how can click on mesh with babylon/lite? There no ActionManager or ExecuteCodeAction in “Lite”, should create a “pointerdown” on canvas and try to find mesh with “createGpuPicker”?

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## [Babylon Lite use mesh vertex colors](https://forum.babylonjs.com/t/babylon-lite-use-mesh-vertex-colors/63811)

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**Author:** [@dkong](https://forum.babylonjs.com/u/dkong)\
**Replies:** 8\
**Last updated:** [July 21, 2026, 1:35pm UTC](https://forum.babylonjs.com/t/babylon-lite-use-mesh-vertex-colors/63811 "2026-07-21T13:35:31Z")

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Hi there! How would one go about having the standard material use the vertex colors to render in Lite? For example, in BJS 9.x we can simply not set a material for the mesh and it will then use the vertex colors. https:…

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## [WebXR support for Babylon Lite](https://forum.babylonjs.com/t/webxr-support-for-babylon-lite/63766)

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**Author:** [@nurse-the-code](https://forum.babylonjs.com/u/nurse-the-code)\
**Replies:** 1\
**Last updated:** [July 10, 2026, 12:17pm UTC](https://forum.babylonjs.com/t/webxr-support-for-babylon-lite/63766 "2026-07-10T12:17:00Z")

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I am excited about the new Babylon Lite engine! I noticed that WebXR is not currently on the feature set. I would love to see WebXR added (that is one of the main features that brought me to Babylon.js). What obstacles …

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## [\[LITE\] Add a public API for resizing \`PhysicsCharacterController\` capsules](https://forum.babylonjs.com/t/lite-add-a-public-api-for-resizing-physicscharactercontroller-capsules/63757)

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**Author:** [@labris](https://forum.babylonjs.com/u/labris)\
**Replies:** 1\
**Last updated:** [July 8, 2026, 7:24am UTC](https://forum.babylonjs.com/t/lite-add-a-public-api-for-resizing-physicscharactercontroller-capsules/63757 "2026-07-08T07:24:35Z")

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Babylon Lite’s public PhysicsCharacterController API currently allows a capsule size to be specified during creation, but does not provide a supported way to resize that capsule afterward. Runtime resizing is needed for…
