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Showing results for tags 'assetcontainer'.
I've been working on an open world project that involves a lot of loading and unloading of assets. (A virtual museum of Earth history.) SceneLoader.LoadAssetContainerAsync() seems to be the only means of tracking which and when new assets have been loaded, as SceneLoader.LoadAsync() returns only the current scene. Where I'm running into trouble is the end of the life cycle. AssetContainer does not have a dispose() method. My attempts to manually create one have thus far ended in halt & catching fire. The removeAllFromScene() method will dispose of the assets* but I'm still left with a
Is importing animations (in this case, from Blender) in an assetContainer currently supported? I can see the animation data in the .babylon file, but scene.animations, container.animations, and all mesh.animations arrays come up empty.