What is the proper way to load a camera from the same glTF file that also contains meshes that I am loading?
I have a scene that contains meshes and a camera.
I am loading that with SceneLoader.LoadAssetContainerAsync. But the resulting AssetContainer has 0 cameras.
Could you provide a PG showing the problem (or a gltf file with a camera defined in)?
Note that you can use the onCameraLoadedObservable property of the gltf file loader to be notified when a camera has been parsed, but it may be possible to retrieve the list of cameras through another meanā¦
@Evgeni_Popov Please see Babylon.js Playground that showcases my current workaround - it uses onCameraLoadedObservable. See the console logs. I hope there is a cleaner solution as this feels fragile.