Recently, I ran into a small issue while using assetContainer. Here’s what happened:
My colleague created a glb model using Blender, and some of the meshes in this model use thin instances. I need to add this model to the scene multiple times.
I used LoadAssetContainerAsync to import the glb file into an assetContainer, and then used assetContainer.instantiateModelsToScene to create multiple instances. However, I noticed that for the meshes that originally used thin instances, only the base mesh was retained after instantiation [the thin instances themselves were missing].
It’s not convenient for me to share the actual model file, but I have reproduced this issue in a Playground (pg):
This solution seems to only address the problem within the Playground, but that might not be enough for my situation.
I’m currently building a 3D editing tool based on BabylonJS, and I anticipate having more users upload their own models in the future. Iterating through all thinInstances to set the thinInstanceCount after every instantiateModelsToScene call isn’t an ideal solution.
Additionally, I noticed in the issue thread above that a PR was apparently submitted to fix this. However, looking at the current results, it still appears to be problematic. Is this a new bug?