@julien-moreau I have just tested the latest build!
Firstly it does seem like the issue of those temporary files being written has been fixed, which is great. There is still an error on a ‘fresh load’ where there appears to be an error related to loading assets. These notes are with exporting as a .babylon file, but I will also try it out with GLTF too, since its also JSON.
I am looking into this, but here is what I can see so far:
-
The new scene.babylon does seem to be well-formed JSON. I can put a .json extension in VS code and it auto-formats correctly, no problem
-
It is by no means empty either, and as far as I can see, everything I’d expect to be in here is here. I even see that you make a default freelook camera ‘just in case’ one was never assigned.
Despite this, I am getting this message on the default scene in the editor:
BJS - [17:05:22]: Unable to load from ./scene/scene.babylon: loadAssets of unknown
Lights:
Name: Spot Light, type: Spot
Materials:
Name: Amiga
Name: default material
Name: Wood
Name: Sphere PBR
Name: Ground
Name: Documentation
Name: Skybox
Name: Custom material
I’ve checked the obvious things, every resource appears to be fetching and serves correct:
As you see everything is 200
the only questionable message is a warning:
BJS - [17:05:22]: BABYLON.CustomEditorMaterial not found, you may have missed an import.
And this trace:
/Misc/logger.ts.Logger._WarnEnabled @ logger.ts:71
./Misc/tools.ts.Tools.Instantiate @ tools.ts:292
./Materials/material.ts.Material.Parse @ material.ts:1171
loadAssetContainer @ babylonFileLoader.ts:195
load @ babylonFileLoader.ts:722
(anonymous) @ sceneLoader.ts:772
dataCallback @ sceneLoader.ts:388
onReadyStateChange @ tools.ts:915
XMLHttpRequest.send (async)
(anonymous) @ VM1040:1
./Misc/webRequest.ts.WebRequest.send @ webRequest.ts:119
retryLoop @ tools.ts:942
requestFile @ tools.ts:945
./Misc/tools.ts.Tools.LoadFile @ tools.ts:986
manifestChecked @ sceneLoader.ts:412
Database @ database.ts:69
./Offline/database.ts._Engines_engine__WEBPACK_IMPORTED_MODULE_3__.Engine.OfflineProviderFactory @ database.ts:10
./Loading/sceneLoader.ts.SceneLoader._loadData @ sceneLoader.ts:444
./Loading/sceneLoader.ts.SceneLoader.Append @ sceneLoader.ts:769
./Loading/sceneLoader.ts.SceneLoader.Load @ sceneLoader.ts:679
Game.run @ game.ts:36
(anonymous) @ (index):74
Promise.then (async)
(anonymous) @ (index):71
I am still working through this, but if there’s something very obvious I am overlooking I’d love to know.
One thing I did notice is that the meshes: []
in the scene was an empty array.
There is an active camera and there are materials. There is a single spotlight in lights. There is a defualt material too. This might be the wrong place to look (in the fully formed scene).
Do you have an example of a fully formed, working templated project that your editor would expectedly have exported? maybe I could compare that to my outputted project and zero in on the problem!
As always thank you for helping me out. I like the editor and I think it is close to being used in a workflow where I can start working in the code after I export!