Update the PG of the Documentation DEMOS for Sceneloader ImportMesh, Append

This is just because of lighting.
Here is the example where skulls are changed after 3 seconds but there is no visible difference - https://playground.babylonjs.com/#C3MP99#33

There is a visual difference. Look at this PG :

With BABYLON.SceneLoader.ImportMeshAsync

Then compare on this PG. You will see that a light is added with BABYLON.LoadAssetContainerAsync

If you look at the inspector, we see that a ‘lamp’ was added.

@ryantrem For the error, I think I understood what is happening.
Logically the path of my model is in this form:

…/GameClient/Data/Meshes/Props/barel.babylon

But using LoadAssetContainerAsync This removes all capital letters:

…/gameclient/data/meshes/props/barel.babylon

Which produces the error I suppose. This is why I do not reproduce it in a PG. Because the path is in tiny.

And there is also the fact that a ‘lamp’ is added automatically with a white diffuse and specular color.

So each time a new lamp is added (see inspector) :

I saw that the PR which add BABYLON.ImportMeshAsync with the version [7.51.3]
And everything works on my project.

Thank you for adding BABYLON.ImportMeshAsync.

Yes, this is exactly the expected behavior. The .babylon file you are loading has Lights in it. When you use ImportMeshAsync, you are import meshes only. Everything else in the file is ignored. When you use LoadAssetContainerAsync, you are bringing in everything from the file, and if you call addToScene with no arguments, you are adding everything to the scene (including lights). If you added only meshes (e.g. result2.addToScene(entity => entity instanceof BABYLON.AbstractMesh)) then the behavior is exactly the same as ImportMeshAsync. This is why we felt like LoadAssetContainerAsync is probably a superset of the functionality of ImportMeshAsync.

I think you are saying the error is because your code converts the url to lower case, but if I’m misunderstanding and you think there is a Babylon bug, let me know!

@ryantrem No, my code does not convert the URL into a tiny, I think it was the LoadassetConainer charger that was doing it, but maybe it is the console that displays thus.Because with the same code is used for importMeshAsync it worked. But with LoadAssetConainer it did not work.
And this without changing anything to my code.
The only difference that I see that the URL that is in tiny when I use AssetConainer, but not with importMesh. So I don’t understand what is going on.

My code does not change the URL in tiny.

getFile(fullPath)
	{
		if (fullPath) {
			return fullPath.split('\\').pop().split('/').pop();
		}
	}	
	getPath(fullPath)
	{
		if (fullPath) {
			const filename =  this.getFile(fullPath);
			let root = fullPath.replace(filename, "");
			return root;
		}
	}

I better understand the use of the assetContainer, but I really prefect the importmeh that works.

On this PG I added a capital letter to the path “Scenes/skull.babylon” :

Normally this path is not correct. This should be scenes/ without capital letters.
But that loads the model properly because I think the charger put tiny on the way.

Whlle this may be true, it is much more convenient in some cases just to simply import mesh, than to do the same with several lines of extra code (and container additional object).