Check the content of your .js files because this code works (only changed the script src targets:
<html>
<head>
<meta charset="UTF-8">
<title>Show Inspector</title>
<style type="text/css">
html,
body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background-color: #000000;
}
#my_canvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script>
<script>
var canvas_id; var engine; var scene; var camera; var light;
function init() {
setup_Babylon_Scene();
}
function setup_Babylon_Scene() {
canvas_id = document.getElementById("my_canvas");
engine = new BABYLON.Engine(canvas_id, true);
scene = new BABYLON.Scene(engine);
camera = new BABYLON.ArcRotateCamera("Camera1", 0, 0, 5, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas_id); //Default controls enabled.
light = new BABYLON.PointLight("Light1", new BABYLON.Vector3(-20, 30, -20), scene);
BABYLON.SceneLoader.ImportMesh("", "", "skinned_model.babylon", scene, model_1_completed);
engine.runRenderLoop(onEnterFrame);
window.addEventListener("resize", function() { engine.resize(); });
scene.debugLayer.show();
}
function model_1_completed(newMeshes, particleSystems, skeletons) {
console.log("Model_Loaded");
}
function onEnterFrame() {
scene.render();
}
</script>
</head>
<body onLoad="init()">
<canvas id="my_canvas"></canvas>
</body>
</html>