As I understand, in babylonLite, one has to import a gltf with loadGltf(engine, url) and then add it to the scene via addToScene(scene, gltf). However, even without the addToScene() function, the gltf is added to the scene:
import { addToScene, attachControl, createArcRotateCamera, createBox, createDirectionalLight, createEngine, createGround, createHemisphericLight, createSceneContext, createStandardMaterial, registerScene, startEngine, } from "@babylonjs/lite"; /** @param {HTMLCanvasElement} canvas */ export async function createScene(canvas) { const engine = await createEngine(canvas); const scene = createSceneContext(engine); const camera = createArcRotateCamera(Math.PI / 4, Math.PI / 3, 6, { x: 0, y: 0.8, z: 0 }); attachControl(camera, canvas, scene); scene.camera = camera; scene.clearColor = { r: 0.04, g: 0.055, b: 0.075, a: 1 }; addToScene(scene, createHemisphericLight([0, 1, 0], 0.7)); addToScene(scene, createDirectionalLight([-0.4, -1, -0.3], 0.55)); const blue = createStandardMaterial(); blue.diffuseColor = [0.16, 0.5, 1]; blue.specularColor = [0.7, 0.85, 1]; const floor = createStandardMaterial(); floor.diffuseColor = [0.38, 0.4, 0.44]; floor.specularColor = [0.08, 0.08, 0.08]; const box = createBox(engine, 1.5); box.material = blue; box.position.set(0, 1.05, 0); const ground = createGround(engine, { width: 7, height: 7, }); ground.material = floor; addToScene(scene, box); addToScene(scene, ground); await registerScene(scene); await startEngine(engine); console.log("Scene ready. Try changing the box color or size."); }