# Importing meshes does not require bind to scene

**URL:** <https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140>\
**Category:** Feature requests\
**Tags:** mesh\
**Created:** [March 4, 2022, 1:45am UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140 "2022-03-04T01:45:29Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![Aze](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/aze/32/23050_2.png) [@Aze](https://forum.babylonjs.com/u/Aze)\
**Post date:** [March 4, 2022, 1:45am UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/1 "2022-03-04T01:45:29Z")

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Can we import mesh as an object but do not bind to scene?If we need it,we can do something like call meshObj.appendToScene(scene)

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**Author:** ![brianzinn](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/brianzinn/32/28013_2.png) [@brianzinn](https://forum.babylonjs.com/u/brianzinn)\
**Post date:** [March 4, 2022, 4:23am UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/2 "2022-03-04T04:23:15Z")

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hi @Aze - welcome to the community!!! 😄 🎉 That is a big ask from me too, but at loader level. Can you get around that with asset containers?  
[Asset Containers | Babylon.js Documentation (babylonjs.com)](https://doc.babylonjs.com/divingDeeper/importers/assetContainers)

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**Author:** ![Aze](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/aze/32/23050_2.png) [@Aze](https://forum.babylonjs.com/u/Aze)\
**Post date:** [March 4, 2022, 8:36am UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/3 "2022-03-04T08:36:39Z")

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@brianzinn Thanks for your answer.  
Assets container does not meet my needs.In some cases,i will preload some resources to speed up scene loading.Then,i will change the scene instance,but i don’t want to reload the resources that i had loaded.  
I just want the mesh obj that can append to different scene.Organizational structures are less free now.

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**Author:** ![brianzinn](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/brianzinn/32/28013_2.png) [@brianzinn](https://forum.babylonjs.com/u/brianzinn)\
**Post date:** [March 4, 2022, 5:49pm UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/4 "2022-03-04T17:49:50Z")

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Maybe you can explain more your scenario - what you are trying to preload and want to apply to different scenes. If they are textures/geometry/models/etc.

The comment in this thread from JCPalmer may be helpful:  
[Feature request: add model loading stage - Questions - Babylon.js (babylonjs.com)](https://forum.babylonjs.com/t/feature-request-add-model-loading-stage/25126/6)

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**Author:** ![Aze](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/aze/32/23050_2.png) [@Aze](https://forum.babylonjs.com/u/Aze)\
**Post date:** [March 24, 2022, 1:17pm UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/5 "2022-03-24T13:17:58Z")

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I’m sorry for my late reply.It’s been too busy.  
The idea that the comment said is similar to mine.I want to preload the mesh then append them to every scene i need.For example,i have two engines and two scenes.I preload the mesh that preprocess by babylon and then i can synchronously append it to these scenes.It can saving time to create scene,but do not need to fetch the mesh file.  
My english is poor,sorry for that.

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**Author:** ![brianzinn](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/brianzinn/32/28013_2.png) [@brianzinn](https://forum.babylonjs.com/u/brianzinn)\
**Post date:** [March 24, 2022, 3:40pm UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/6 "2022-03-24T15:40:04Z")

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I don’t think that is easily possible.

Once a Model is loaded it is attached to the scene and the AssetContainer is just a way to stash things for a scene. I believe it is not cross-engine and what you are asking is not possible. On the one hand the browser should cache assets, but for pre-loading and saving actual assets then I think the loaders would need another stage or work like they do in three.js.

@sebavan is there a solution here?

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**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [March 24, 2022, 3:42pm UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/7 "2022-03-24T15:42:10Z")

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It won t be possible accross engines as gl context can not be shared, the only thing possible is to prefectch the network calls.

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**Author:** ![brianzinn](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/brianzinn/32/28013_2.png) [@brianzinn](https://forum.babylonjs.com/u/brianzinn)\
**Post date:** [March 24, 2022, 3:45pm UTC](https://forum.babylonjs.com/t/importing-meshes-does-not-require-bind-to-scene/28140/8 "2022-03-24T15:45:45Z")

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yes, network prefetch works for single file models/asset. I don’t have a full solution either, since there is no place to capture the entire model and assets before it goes to scene on multi-file.
