Sign in to follow this  
JonathanFace

SceneLoader.LoadAssetContainer with loading screen

Recommended Posts

I am using LoadAssetContainer to pull in a .gltf, like so:

BABYLON.SceneLoader.LoadAssetContainer(OBJ_URL, file, scene, function (container) {
  container.addAllToScene();
});

It mostly works just fine. However I notice that the default loading screen never appears. It WILL appear for the same file if I use SceneLoader.Append() instead.

I have tried forcing it to show up with BABYLON.SceneLoader.ShowLoadingScreen = true but no change.

So my question is, is this expected behavior, or perhaps a bug? I can't find any mention of the loading screen not working with LoadAssetContainer in the SceneLoader documentation.

 

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.