I have an assetManager i already use for loading image and texture assets. I am now trying to add a single mesh, so i create a meshTask. I added a small onSuccess function to just console log success, and set a global var as the task.loadedMeshes. I get the success however when i try to use that mesh later on i get error undefined. So i console logged that whole array (task.loadedMeshes) and it was empty, which is very strange. I was however able to get the mesh into my scene using BABYLON.SceneLoader.Append with the same file.
So what i dont understand is why might my assetManager not work yet SceneLoader does work?
How can i get assetManager working?
The skeletons and particle systems array are also empty (as they should be)