Hi,
the “global structure” of the .baylon file format has a top level “actions” property.
How do I add an Action to a Scene so that it is exported to the top level “actions” array. (I’m not refering to actions of e.g. a mesh )
Frank
Hi,
the “global structure” of the .baylon file format has a top level “actions” property.
How do I add an Action to a Scene so that it is exported to the top level “actions” array. (I’m not refering to actions of e.g. a mesh )
Frank
The global “actions” property in a .babylon file comes from the serialization of scene.actionManager
(if defined).
So, you must set a value to scene.actionManager
and register actions with it to populate the global “actions” property.
Just for fun, I asked ChatGPT:
The answer is the right one, except it is missing scene.actionManager = new BABYLON.ActionManager(scene);
in the code example!