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Found 4 results

  1. Hi all, I have just released Phaser Manifest Loader for those using webpack. I've been using this code in production for a while now, it makes it super easy to load assets via a simple manifest. Check it out! Cheers, Matt.
  2. I'm currently working on a project that has both a live and development version, utilizing offline storage and .manifest files for all of my Scene objects. Everything works as expected until I run the old project after having just run the new one in Chrome, specifically. The latest versions of the .scene files are always loaded from the cache, despite the older version number in their .manifest files. I did some digging, and found this: Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) { ... transaction.oncomplete = function (event) { if (version) { // If the version in the JSON file is > than the version in DB if (_this.manifestVersionFound > { _this.mustUpdateRessources = true; Notice that the version number comparison operator is >, not !=. Shouldn't the comparison be != to cover any changes to the .manifest file version, regardless of its age? I've changed this on my end, and all is well now.
  3. I can't seem to load a babylon mesh into my scene from my server. I am familiar with the playground, but my version appends appends manifest?unixtimestamp to the resource url I provide and I get a showstopping GET error. My console reports I have a version of skull.babylon on the server but the url appended with .manifest?unixtimestamp returns a 404. I find the SceneLoader documentation a little confusing, with lots of repeated text. My questions: How do I get rid of the GET error? How would you code this up if you have your .babylon files in a separate folder from your root folder? I have my root folder with index.html, then a js folder and a json folder for saved .babylon mesh files. BABYLON.SceneLoader.ImportMesh("", "_json/", "skull.babylon", scene, function (newMeshes) { }); Thanks for any help! I think I am learning a lot but am often bewildered for hours.
  4. Hello, I have been trying to get a .babylon file to load, but just can't seem to get it to show up. Here is an example of my code: var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, false); BABYLON.SceneLoader.ImportMesh("", "", "/webGL/textures/Link/Car.babylon", scene, function (newMeshes) { = newMeshes[0]; }); // Move the light with the camera scene.registerBeforeRender(function () { light.position = camera.position; }); return scene; } var scene = createScene(); engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); });The problem seems to be that the manifest loads as /Car.babylon.manifest?1424064684181200 but I don't see Car.babylon loading after. In the examples I see 2 objects loading in my console; the manifest, and the .babylon. If you guys could give me some direction with this, I would really appreciate it. Thanks -Kevin