AddMeshTask output

Hello, I’m trying to use AddMeshTask for my project like this:

addMesh = (name, rootUrl, file) => {
let task = this.addMeshTask(name + ‘__MeshTask’, “”, rootUrl, file);
task.onSuccess = (task) => {
this.mesh.set(name, task.loadedMeshes[0]);
return task;

but why the output of the console are like this:

Isn’t it supposed to be a mesh output ? and how can I get the task.loadedMeshes[0] to be a mesh instead of ‘t’ ?
Thank you in advanced

Hmm. Well I don’t know what’s the issue but that result seems okay.

task.loadedMeshes[0] will grab “root” node (to be honest I don’t know exactly why root node, which is usually found in gltf format, is represented as Mesh. If you check it with


It will return Mesh. Now, with that said, that mesh contains list of child meshes (which are actual meshes you are looking for).

So you can do something like

task.loadedMeshes[0].getChildMeshes() (which will return array of child meshes).

I suggest you to use babylon inspector tool where you can see the complete hierarchy of meshes with the root mesh being the first node in the hierarchy (ergo, task.loadedMeshes[0] returns exactly that node)…

Hope this helps.

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Hi @Nicolette_Gray and welcome to the forum

See Getting Started - Chapter 1 - Working with Models | Babylon.js Documentation

_root_ is added to deal with changing from left to right handed axes if needed.

The playground uses the minified version of Babylon.js t will be the property name of the task storing the mesh.

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