JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/babylonjs/2.4.1/babylon.max.js"></script>
<canvas id="renderCanvas"></canvas>

CSS

#renderCanvas {
    width: 100%;
    height: 100%;
    touch-action: none;
  }

JavaScript

var createScene = function () {
	var scene = new BABYLON.Scene(engine);

    var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(10, 0, 10), scene);
    var camera = new BABYLON.ArcRotateCamera("Camera", 0, Math.PI/2, 10, BABYLON.Vector3.Zero(), scene);
	camera.attachControl(canvas, false);
	
    // This function I created for simulate low FPS
    for (var i = 0; i < 1500; i++) {
        var canvas2d = new BABYLON.ScreenSpaceCanvas2D(scene, { 
        id: "ScreenCanvas", backgroundRoundRadius: 10 });
        var elipse = new BABYLON.Ellipse2D({    parent: canvas2d,
                                                id: "spriteAimCentral",
                                                x: 50,
                                                y: i,
                                                width: 50,
                                                height: 50,
                                                subdivisions: 8,
                                                border: "#ff0000FF",
                                                borderThickness: 1
            });
    }
   
    var skeleton;
    new BABYLON.SceneLoader.ImportMesh("", "", 'data:' + JSON.stringify(modelData), scene,
        function (newMeshes, particleSystems, skeletonsTmp) {
            mesh = newMeshes[0];
            skeleton = skeletonsTmp[0];
            scene.beginAnimation(skeleton, 0, 39, true, 1);

            var bone;
            for (var i = 0; i < skeleton.bones.length; i++) {
                if (skeleton.bones[i].name == "Bone.003") {
                    bone = skeleton.bones[i];
                }
            }

            var sphere = BABYLON.Mesh.CreateSphere("sphere", 8, 1, scene);
            sphere.attachToBone(bone, mesh);

            camera.parent = mesh;
            camera.rotation.y = Math.PI / 2;

            scene.registerBeforeRender(function(){

                mesh.position.z += 2;

            });
    });

    window.addEventListener("click",...