How can ı delete imported mesh not dispose just delete

And try

const tn = scene.getTransformNodeByName(“stant1”)?.dispose();

as well… Maybe it’s a TransformNode not a mesh

same result
I’m intermediate in babylonjs, I did everything by myself, but this ridiculous event killed me.
it’s not a TransformNode

Console.log result

Array(25) [ “root”, “modengel”, “modrenk1”, “modrenk2”, “moddikyazi1”, “modzemin”, “modlogo1”, “modlogo2”, “modlogo3”, “moddikyazi3”, … ]

0: “root

1: “modengel”

2: “modrenk1”

3: “modrenk2”

4: “moddikyazi1”

5: “modzemin”

6: “modlogo1”

7: “modlogo2”

8: “modlogo3”

9: “moddikyazi3”

10: “modlogo4”

11: “modvideo1”

12: “moddikgorsel1”

13: “moddikgorsel2”

14: “moddikgorsel3”

15: “moddikgorsel4”

16: “moddikgorsel5”

17: “moddikgorsel6”

18: “moddikgorsel7”

19: “moddikgorsel8”

20: “modgorsel1”

21: “modgorsel2”

22: “modyazi1”

23: “moddikyazi2”

24: “modlogo5”

length: 25

So why do you use stant1 for the name of the mesh in the getMeshByName function if it’s not on the list? :slight_smile:

Do this:

const standLoader = SceneLoader.ImportMesh(

"",

"/assets/booth/",

gltfName,

scene,

(meshes) => {
  meshes[0].name = 'mymesh'
  meshes[0].scaling.x = 100.0;
  meshes[0].scaling.y = 100.0;
  meshes[0].scaling.z = -100.0;

}
);

and later you can

scene.getMeshByName(`mymesh`).dispose()
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you are my hero

1 Like

thanks you so so so much

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now their colors don’t change but it doesn’t matter i’ll take care of them

You’re welcome :slight_smile: Please mark as solved. Thank you!

EDIT: I mean mark the solution as solved :slight_smile:

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