Hi,
seems like LoadAssetContainerAsync doesn’t work anymore for babylon files.
Similar functions like AppendSceneAsync work though.
See this PG example, the node structure is not built correctly, materials and morph targets are missing.
Investigation results:
addToScene is always false, therefore scene._blockEntityCollection will be set to true and no elements will be added to the scene in the course of this function.
However, the code for linking the parsed elements with each other relies on these elements to be available in the scene.

