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babylon file size


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Also, you can break out with multiple .babylons, especially for non-3ds sources.  You might create your scene yourself, so then you can use Append() on multiple .babylons, instead of use Load() .


You might have a .babylon with camera / lights & base structures like floors & walls.


If you wish to "decorate" a room with all elements of another .babylon.


If you have a .babylon where you only want meshes, or specific meshes, then use importMesh().


All of these are async.  You have to decide when to start your RenderLoop and put in checking the callbacks (or even start it before), but not that tough.  Having one massive .babylon must be a major pain to build.  I, myself, do not use .babylons or incrementals, but in-line, synchronous Javascript.


Might also look into the AssetManager.  I do not know what that is though.

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