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Luaacro last won the day on August 10 2018

Luaacro had the most liked content!

About Luaacro

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  1. @lla830126, Answering here as I haven’t saw any post on the new forum Please follow this tutorial in order to load and scene projects https://doc.babylonjs.com/resources/loading_saving Can you create a post on the new forum to follow the progress? Thanks
  2. You rox! @swavec publishing the editor ASAP with the fixes
  3. Pinging @Sebavan, reproduced a bug when setting two times a reflection texture in PBR (maybe not related to PBR material itself): https://www.babylonjs-playground.com/#8MGKWK#105 At the end of the PG, I set the hdr texture without the skybox coordinates mode (so it's ugly). But just after I reset the hdr texture with the skybox coodinates mode and it looks not applied Any idea?
  4. Hey @swavec I'm happy that you use the editor! Here my answers: 1. You mean that you checked back "generate shadows" and re-added the cast objects after ? Or not ? When you generate shadows, you have to provide the cast objects. When you unckeck "generate shadows", the shadow generator is destroyed so you have to re-configure it 2. Found the bug. Fixing right now thanks for the feedback!
  5. Hey @luan_ngo, Pull request just created: https://github.com/BabylonJS/Babylon.js/pull/5597 Updating the doc ASAP. Anyway, to keep your horizon at position 0 on Y, just setup the property .cameraOffset on the material which is a Vector3. Example: skyMaterial.cameraOffset.y = scene.activeCamera.globalPosition.y Don't hesitate if you encounter a bug!
  6. Thanks for writing this! I'll come back with updates for documentation and also a new feature to load only .editorproject with native version (double click in your OS file explorer) which makes the experience easier
  7. I'll improve the documentation about importing meshes to a project. Because, importing meshes means that it will be saved in the .editorproject. So if you load the .editorproject and the .babylon scene together you'll get meshes doubleness.
  8. Okay finally reproduced!! I found that the meshes are duplicated because they are in the .babylon file and the .editorproject. I guess that you used the "Import Meshes" function and saved them into the .editorproject. If you remove the duplicated meshes and save your project (.editorproject) it solves your problem I'll add a tooltip in the editor to let user know if the mesh comes from the .babylon file or the .editorproject so it will be les confusing Thanks
  9. @Limes2018 do you reproduce systematically? Because on my PC and my Mac it is not doubleness Can you sent me all your files you are drag'n'dropping to load the scene? I'm missing something but I don't know what Thank you!
  10. Hey @ninespace just saw your message! So sorry! insuggest that you read this article about saving/loading you editor projects: https://doc.babylonjs.com/resources/loading_saving thanks
  11. @Limes2018 do not reproduce, can you update to the latest Mac OS build? Thanks http://editor.babylonjs.com/BabylonJS Editor.dmg
  12. Unfortunately I do not reproduce I saved the .editorproject, restarted the editor (also tested without restarting) and drag'n'dropped the files (sword.babylon and project.editorproject) all model objects are not doubleness I'm going to test with the Mac OS version of the editor to see if I can see any difference
  13. @Limes2018 checking the scene right now
  14. @Limes2018 just improved the documentation and created the pull request: https://github.com/BabylonJS/Documentation/pull/1318/files
  15. Hey @Limes2018! I recommend that you read this quick article for saving/loading your projects: https://doc.babylonjs.com/resources/loading_saving In fact, the "Export Template..." button is the final step for your project in the editor, like you would export your final Unity3D project. The template will include all final scene assets: textures, sounds, scene, metadatas, etc. but also a project structure for you to compile/test your custom code that you'll write using your beloved IDE (Visual Studio Code, etc.) I suggest that you always save your project (the .editorproject) using "Save
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