But that gives me result.meshes which is AbstractMesh[]. And AbstactMesh is missing the createInstance() method. So I’m quite confused here. SceneLoader.ImportMesh() is depracated - says docs.
So I’m not sure what to do. Also my assets are animated, so I want to make sure the animations will work (instanced as well).
This is the class hierarchy according to the Babylon docs. ISceneLoaderAsyncResult.loadedMeshes can contain InstancedMeshes, too. So they went 1 level up the hierarchy.
Hm… I also found there’s [AbstractMesh.instantiateHierarchy()] (Babylon.js docs)
Which seems to be doing the same thing… I’m testing it now… But then it looks like that each instance is driven by the same animation. So it means that all characters have the same animation…