I have a problem using LoadAssetContainerAsync to load partial assets to the scene. I want to load a mesh from a glb file which contains a full character, I mean meshes have skin data and transfernodes link to the skeleton. But I only want to load the meshes as the scene already have a same skeleton as the one in glb. What I did is
- mesh.skeleton = scene.skeletons
- dispose the skeleton.
- dispose the transfernodes.
Finally I found when I dispose the skeleton, the attribute _isDispose was set as True but still was added to the scene.
I wonder if it is a bug or a feature? Is there any efficient way to load partial assets to the scene without disposing anything from a glb file?
PS: I use npm version which is 4.26.