var createScene = function () { var scene = new BABYLON.Scene(engine); // Lights var light0 = new BABYLON.DirectionalLight("Omni", new BABYLON.Vector3(-2, -5, 2), scene); var light1 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(2, -5, -2), scene); // Need a free camera for collisions var camera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(0, -8, -20), scene); camera.attachControl(canvas, true); //Ground var ground = BABYLON.Mesh.CreatePlane("ground", 20.0, scene); ground.material = new BABYLON.StandardMaterial("groundMat", scene); ground.material.diffuseColor = new BABYLON.Color3(1, 1, 1); ground.material.backFaceCulling = false; ground.position = new BABYLON.Vector3(5, -10, -15); ground.rotation = new BABYLON.Vector3(Math.PI / 2, 0, 0); //Simple crate var box = new BABYLON.Mesh.CreateBox("crate", 2, scene); box.material = new BABYLON.StandardMaterial("Mat", scene); box.material.diffuseTexture = new BABYLON.Texture("textures/crate.png", scene); box.material.diffuseTexture.hasAlpha = true; box.position = new BABYLON.Vector3(5, -9, -10); //Set gravity for the scene (G force like, on Y-axis) scene.gravity = new BABYLON.Vector3(0, -0.9, 0); // Enable Collisions scene.collisionsEnabled = true; //Then apply collisions and gravity to the active camera camera.checkCollisions = true; camera.applyGravity = true; //Set the ellipsoid around the camera (e.g. your player's size) camera.ellipsoid = new BABYLON.Vector3(1, 1, 1); //finally, say which mesh will be collisionable ground.checkCollisions = true; box.checkCollisions = true; return scene; }