Cannon.js vs Oimo.js?

Which one is recommended for an FPS project?

Have you tried using the built in physics in the Editor? (which is based on ammo.js)

I’m not using the PlayCanvas editor, i’m using the “pure” source.

the ‘pure’ source API also uses built-in ammo.js (correct me @dave if i’m wrong)?

We don’t include ammo in the actual physics engine in the main playcanvas engine as it is optional.

But, yes, the rigidbody and collision components in the engine both use ammo.js.