Adding loadedTransformNodes as an extra property when loading mesh via AssetsManager


Maybe not the most important thing in the world. But I encountered a project where it would be helpful to have a “loadedTransformNodes” (there might be a better name for this though), as a property when loading meshes with AssetsManager.

Currently we have access to these ones.

But I need to get TransformNodes from the task, and currently I did that by checking if the mesh parent is a TransformNode with the specific name. So something like this

for (const mesh of task.loadedMeshes) {
   if ( === "targetName") {
   // do stuff with mesh

Which, again is not a huge deal, but I feel like it would be helpful to have access to these from the task itself.
Would this be possible?

let me add that for you today

This will be in the next nightly Add transform nodes result to assetManager by sebavan · Pull Request #12849 · BabylonJS/Babylon.js · GitHub

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Amazing as always. Thanks a lot @sebavan, really appreciated. <3

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