Hello, when I load a model with this async function it will throw an error on a model that does not exist (403/404) is there a way to catch this error so it does not break the rest of my script?
This, to be exact, is not the name of the scene, but the name of new Scene instance.
So when you make Assets Manager like var assetsManager = new BABYLON.AssetsManager(scene);
scene - is the name of the variable which you define in the beginning of createScene() function:
Having been encountering a lot of issues using this asset manager. It appears to break almost everything in any scene I use it in? How does it load the model differently?
So it even manages to break my framingBehavior for some reason!? Do I need to something else to make it behave like the mesh container I was using before?
I’ve seen a lot of similar things in my own scripts and they were always solved with the code corrections. Based on screenshots it is diffucult to say where the error is; so we need Playground with example to solve this.
I was trying to set something up but it gave me an error like “cannot save your code might be too long”?
Never had this issue before I think.
Here’s the code at least, I tried to paste in the function I am using. Couldn’t get the model to load from any of the examples yet though (sometimes I also have issues with firefox?)
Here is your code - Babylon.js Playground
Boombox is there (so the model is loading successfully), but there is a problem with the camera, as it is seen in the console:
hey @efsjouw, there is a mix of mistakes,… just read the doc step by step and you’ll success.
FramingBehavior working only on ArcRotateCamera,… you createad a freeCamera
And after this you wanted to overwrite this camera with other camera, but you didn’t pass corect the parameters,(you created other freeCamera) and did not store this new created camera into your ‘camera’ variable
Mh I got it loading and changed it to arcrotate (which I was actually using in my project already) but I can’t see the boombox anymore with the meshtask?