Ok, it’s probably getting a little embarrassing right now but how do I correctly load the “complete” asset container with all its materials & textures into the scene when using LoadAssetContainerAsync
?
A little background might be helpful at this point:
We’re building our own wrapper around BJS, which is mostly meant to be used inside configurators of our platform Combeenation. This wrapper provides some APIs in a way which is “tailer-made” for the specific use cases of our configurators. Since this “BJS based” viewer of ours is used in many different projects, it is implemented in a rather generic way.
One such use case is that most of our configurators would like to show a load mask above the 3d model whenever a texture is loading in the background and we therefore added 2 events “texture load start” & “texture load end” which can be used to show & hide those load masks.
Those 2 events are basically built around scene.onNewTextureAddedObservable
, texture.onLoadObservable
and scene.textures
which is why I’m currently asking so many questions regarding those topics (i.e. this one and this one).
Long story short:
Our viewer is currently using LoadAssetContainerAsync
and we probably can’t simply replace it with something else like SceneLoader.Append
(which probably automatically adds the materials etc. as well), so I’d need to know how to add all those assets correctly when using LoadAssetContainerAsync