The fact that it works in the playground makes me think there is some sort of draco decoding module that I’m missing locally, but I’m not sure what it is.
Hey, I have the same problem too. Have you been able to find a solution? I managed to load the file with LoadFile() from @babylonjs/core, but then trying to decode the Draco mesh I got “Not a Draco file.” even thought the file is indeed a draco-compressed glb mesh and it loads ok in the playground. I’m supposing the issue here might be with the extension. As you do, I retrieve the meshes from the network and then I create a url for the blob, on which I cannot specify any extension. Providing the loader manually with the same file but with an extension, actually works. Any thought?
Here some more details on the options I’ve tried compression - Error while loading Draco-compressed mesh (glTF-Transform) in BabylonJS - Stack Overflow
After debugging BabylonJS’ core I discovered that using “.glb” was right and it was using the correct loader (glTFLoader ), but there was a version mismatch in babylon’s imports causing a function not to be found, namely, _decodeMeshToGeometryForGltfAsync()