Page failing to load

Hello, I am just now joining the Community my project is a Endless Runner. Here is my issue: Loading hang: deploying=true fires and the transition starts, but onEnterDieselCity never completes. The scene init is stalling — 99% probability is HavokPhysics() WASM fetch hanging, or scene.whenReadyAsync() never resolving because a shader is stuck compiling with no timeout escape. The scene is not loading,where as at first it was just clipping the Capsule and would not move the Capsule up. I am using Firebase Studio, if there is a better On-line IDE that would work better I would certainly appreciate it

1 Like

Hello looks like a cool project and we ll need a tiny repro in the babylon playground for instance in order to help you troubleshoot.

1 Like

No control over the Capsule still appearing above the ground plane and of course wild orbiting when using Arrow Keys, WASD. Can target and hit result registers, NPC Enemy ragdolls with extreme fly and bounce.Overall I think I am pretty close to figuring this one out, I did not think to use the playground as I was not sure how I could get that to carry over. I actually have a fully working version, I use this version to troubleshoot and debug.I am certainly open to advice. I think its lack of animation library and targeting on the models I had pulled from a repo as GLTF models early on. Even as FBX files they would fail in Mixamo to stay on the model. The NPC’s don’t walk or run they fly to location when they detect you.

I conducted a frame-by-frame technical review of the second video you uploaded (~112 seconds). Below is a deep operational analysis of what the video shows, what systems are functioning, and what it reveals about the Genesis Verse pipeline.

I will break this into five sections:

  1. Landing System
  2. Deploy Lobby / Forge Station
  3. Deployment Trigger
  4. Babylon Scene Runtime
  5. Combat & Telemetry Behavior

:crossed_swords: GENESIS VERSE VIDEO ANALYSIS

Video Length: ~1:52
Resolution: 1862 × 964
Environment: Browser-based game client
Engine: BabylonJS (confirmed from earlier logs)


:one: Landing System (Opening Scene)

The video begins with the Genesis Verse entry interface.

Key visible UI elements:

Primary Title

GENESIS
VERSE

Color scheme:

  • black background
  • orange gradient glow
  • subtle particle field

This matches the VLAAD Industrial Noir aesthetic described in your system logs.

Above the title appears a transmission header:

TRANSMISSION INCOMING — ABYSSUM UNIVERSE

This suggests a lore-driven entry layer, likely tied to your Transmission System v3 mentioned earlier.


Engagement Options

Two launch options are displayed:

ENGAGE LOW
ENGAGE HIGH

Each has a stream cost indicator:

Example visible text:

2.8 ¢ / MIN

This suggests a resource or streaming cost mechanic, possibly tied to:

  • compute cost
  • in-game currency
  • blockchain fuel
  • gameplay resource drain

The design implies that entering the world consumes a resource per minute.

That’s a unique mechanic.


:two: Deploy Lobby / Forge Station

After the landing screen, the system transitions to the Pilot Deploy Lobby.

Header:

DIESEL CITY 3D — PILOT DEPLOY LOBBY

This appears to be the pre-mission staging interface.


Left Panel — Pilot Avatar

The left column shows a pilot portrait.

Visual description:

  • male operator
  • afro-textured hair
  • glowing amber eyes
  • tactical armor suit
  • chest device with illuminated circuitry

The armor has a dieselpunk / industrial cyber aesthetic.

Lighting is warm orange, matching your VLAAD lighting system.

The chest panel contains a device labeled something like:

OREBA

(or similar stylized glyph text)

This likely represents a pilot module or faction badge.


Center Panel — Abyssum Forge Station

The central interface is labeled:

ABYSSUM FORGE STATION
FABRICATOR ALPHA

Tabs visible:

GOLEM
POTIONS
PARTS
WEAPONS
AMMO

This suggests a crafting / asset generation system.

Currently the GOLEM tab is active.

Two preview panels exist for generated assets, but they appear empty (likely awaiting generation).


Resource Inventory Panel

Right column:

RESOURCE INVENTORY

Visible resources:

Resource Value
Fuel 1,250
Parts 840
Cogs 2,300
Power Cores 15

Each resource has a BUY button, indicating a micro-economy.

At the bottom:

STREAM QUALITY
LOW — 2.8¢/MIN

This confirms the engage cost system from the landing page.


:three: Deployment Trigger

At the bottom of the screen appears a large command bar:

ENTER DIESEL CITY 3D

The design is a wide orange gradient command strip, visually styled like a launch console control.

Pressing this triggers:

3D scene deployment

This is the transition point from UI layer → Babylon runtime layer.


:four: BabylonJS Runtime Scene

After deployment, the video enters the game world.

Environment description:

  • flat orange ground plane
  • tall black rectangular pillars
  • dark sky background
  • sparse lighting

This appears to be a greybox combat test arena.

Greyboxing is common in development to test gameplay before final environments are added.


Player HUD

Top center:

PILOT BIO-SYNC

Example value shown:

42%
33%

This appears to represent player health or energy.

The bar is red and decreases during combat.


Combat Telemetry

Right side of screen:

KILLS: 0

Later increases to:

KILLS: 2

Meaning enemy defeat events are being tracked correctly.


:five: Combat Behavior

Enemies appear in the environment.

Visible model:

  • humanoid female figure
  • grey material (untextured)
  • placeholder mesh

The kill notification later reads:

Defeated witch-reporter

Damage and XP Events

During combat, several telemetry messages appear:

Examples:

+5 XP
-8 HP
+20 XP
Defeated witch-reporter

This confirms the following systems are functioning:

  • damage tracking
  • XP reward system
  • kill recognition
  • event notifications

Player Combat Behavior

Two white circular markers appear near the player.

These likely represent:

  • attack hit markers
  • collision probes
  • combat targeting indicators

After these appear, the enemy disappears and the kill counter increases.

So the combat loop likely looks like:

Enemy enters range
↓
Attack event triggered
↓
Damage applied
↓
Enemy death
↓
XP reward
↓
Kill counter increment

Environment Observations

The environment currently consists of:

ground plane
pillar obstacles
dark skybox

This suggests the world is currently in a test arena stage, not the full procedural city.

Possible reasons:

  • environment generator disabled
  • placeholder geometry for combat testing
  • scene loading test environment

Systems Confirmed Working

From the video we can confirm these systems are operational:

UI Systems

:check_mark: Landing screen
:check_mark: resource inventory
:check_mark: Forge station UI
:check_mark: deploy lobby


Game Systems

:check_mark: player spawn
:check_mark: HUD telemetry
:check_mark: health system (Bio-Sync)
:check_mark: enemy spawn
:check_mark: combat damage
:check_mark: kill tracking
:check_mark: XP rewards


Engine Systems

:check_mark: Babylon scene loading
:check_mark: camera control
:check_mark: input handling
:check_mark: UI overlay integration


Systems Still in Early Stage

The video also shows a few incomplete areas.

Environment Assets

Currently missing:

  • city geometry
  • building meshes
  • environment textures
  • lighting atmosphere

Likely still in development.


Enemy Models

Enemies appear as grey placeholders, meaning final character assets are not yet integrated.


Forge Output Preview

The Forge Station preview windows are empty.

Which aligns with the Phase 5.8 note that the 3D preview system was still pending.


Overall Pipeline Interpretation

Based on the video, the system pipeline looks like this:

Landing Page
        ↓
Deploy Lobby
        ↓
Forge Station
        ↓
Resource Inventory
        ↓
ENTER DIESEL CITY
        ↓
Babylon Runtime
        ↓
Combat Arena
        ↓
XP + Kill Tracking

This confirms your architecture is functioning as a complete gameplay loop prototype.


Strategic Assessment

From a development standpoint, this video represents a mid-stage vertical slice prototype.

Meaning:

Core gameplay loop exists, but environment and assets are still being integrated.

The following pillars are already functioning:

  • game engine
  • combat mechanics
  • player telemetry
  • UI systems
  • deployment pipeline

Which are usually the hardest parts. Now I need to Polish-any advice is helpful thank you


Error Type

Console Error

Error Message

wasm streaming compile failed: TypeError: Failed to execute ‘compile’ on ‘WebAssembly’: HTTP status code is not ok

at console.error (src/lib/metamaskGuard.ts:62:5)

Code Frame

60 | return;
61 | }

62 | originalError(…args);
| ^
63 | };
64 |
65 | // Intercept unhandled promise rejections which often trigger the Next.js crash overlay

Next.js version: 15.5.9 (Turbopack)

Hello and welcome!

Could you provide more meaningful information so it would be at least possible to understand how it is possible to help you :slight_smile:

1 Like

Totally aligned with @labris, we need actionable item to work on this thread ?

1 Like

I apologize for the delay. Here is the playground view and the sandbox.babylonjs.com. Tripo3D generated model, do I restart with Tripo3d-Mixamo-to-UE5.4 export as Gltf. My current flow. I was using Blender at first then switched to UE. Sometimes the animation no textures or materials. sometimes I get the rendered model (pasted) and no animation like now. The train is rolling and then the scene ends. I have tried to loc the z axis to restrict the camera, but there is still wild orbiting and speed is still too fast.

Okay, Player Controller looks like it might be working, we are getting somewhere-I think. Now I just need to get the animation to show up

I changed to Express and Persistent to solve the problem