If you apply them to the texture you linked (by name), you get some missing textures. I suppose thatâs because you have your textures on localhost which are not exported (see the 2nd picture below). I think that should be solved by toggling the âembed static textureâ to on (which I assume would link it when exporting the file).
Hello! This seems to be a bug in the serialization of the NodeMaterial.
Parsing of the NodeMaterial when loading a .babylon file relies on the uniqueId of the mesh. Since this property is not serialized, it loads the material but when trying to attach the material to the mesh it canât find the mesh identified by the an non-existing uniqueId (has a value of undefined). It is serialized when using the StandardMaterial.
@deltakosh@sebavan@Evgeni_Popov shouldnât this be revised? Relying on an uniqueId which was serialized and later at load time of the babylon file enforced, could result in duplicate uniqueIds on the scene.
Both PGs loads the same babylon file. Only difference is that the second one has the uniqueId serialized.
This fixes the issue, however Iâm still scratching my head what could be the reason to use the uniqueId when loading the babylon file. Was it an intention?