MeshTask.OnSuccess obj file process not working correctly

Hi All,

I am facing a problem in babylonJS Local workspace

var assetsManager = new AssetsManager(scene);

var meshTask = assetsManager.addMeshTask("skull task", "", "scenes/", "StanfordBunny1.obj");//

// You can handle success and error on a per-task basis (onSuccess, onError)
meshTask.onSuccess = function (task) {
    console.log("on success called....")
}

whether the mesh present or not, meshtask always invoke onSuccess function

same code in babylonjs Playground works correctly.

Please let me know. any one came across.

Note:
Version Use: BabylonJS Version:4.1.0 alpha 25

Thanks & Regards.

Hello and welcome :slight_smile:

can you share console messages?

When the mesh is not present mesh task is invoke OnSuccess with the following meshname

console.log("Loaded MeshName = " + task.loadedMeshes)

Ouput:
Loaded MeshName = Name: erflow: hidden;, isInstance: YES, # of submeshes: 0, n vertices: 0, parent: NONE

.Babylon, gltf, glb extension works correctly invoke onsuccess, issue obsurbed only using .Obj ext file load.

Can you repro on codepen maybe?