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  1. Ok, I think I found the problem. For the interest of others to come, I got it working locally creating the scene by itself before, and then using SceneLoader.Append, instead of directly creating the scene with SceneLoader.Load, which it seems is what the Sandbox does, and why it throws the error the OP mentions. It looks like Load is becoming deprecated since v 2.4.0 in favor of Append. See: http://doc.babylonjs.com/whats-new This is the code that does work using the same .babylon file that was throwing the error of the OP: var scene if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); // Define scene first var scene = new BABYLON.Scene(engine); var gravityVector = new BABYLON.Vector3(0,-9.81, 0); var physicsPlugin = new BABYLON.CannonJSPlugin(); scene.enablePhysics(gravityVector, physicsPlugin); // And then append to it, instead of creating it with BABYLON.SceneLoader.Load BABYLON.SceneLoader.Append("", "scene.babylon", scene, function () { scene.activeCamera.attachControl(canvas) engine.runRenderLoop(function() { // animations update scene.render(); }) }, function (progress) { // To do: give progress feedback to user }); } So this solved my problem locally to be able to go on learning BabylonJS but maybe the Sandbox should be fixed... Regards!
  2. Same problem here, could you clarify what is the solution?, do I need to tick something else in Blender before exporting? Thanks