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[Solved] Camera doesn't rotates around textured cube


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Sorry for my stupid question but I don't know why the Camera doesn't rotate around my textured cube: 



function main()
    // Retrieve the canvas element
    var canvas = document.getElementById("renderCanvas");
    if (canvas == null)
        console.log("Failed to retrieve the canvas element");

    var engine = new BABYLON.Engine(canvas, true);

    var createScene = function ()
        BABYLON.SceneLoader.Load("", "TexturedCube.babylon", engine, function (scene)
            // Wait for textures and shaders to be ready
            scene.executeWhenReady(function ()
                // Create a light
                var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 5, -10), scene);
                //light.groundColor = new BABYLON.Color3(0.2, 0, 0.3);

                // Create Arc Rotate Camera
                var camera = new BABYLON.ArcRotateCamera("Camera", 0, Math.PI / 2, 12, BABYLON.Vector3.Zero(), scene);
                camera.attachControl(canvas, false);


                // Once the scene is loaded, just register a renger loop to render it
                engine.runRenderLoop(function ()

                // Resize
                window.addEventListener("resize", function ()
        }, function (progress)
            // ToDo: give progress feedback to user

        return scene;

    var scene = createScene();


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10 minutes ago, Deltakosh said:

it is far simpler for us to help you if you can create a playground repro.

I tryed but I cannot to upload .png file on the playgound. How to do this?



10 minutes ago, Deltakosh said:

can you confirm that your cube is centered at (0, 0, 0) ?

Yes, I can write to console by: console.log(scene.meshes[0].position);

  1. Quote

    i x:0 y:0 z:0

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Is the file you used for the "Texturedcube.babylon" the one I looked at above? And when you exported it, did you export the camera?

If so, open that TexturedCube.babylon in a text editor and look to see if it has made that camera the "active camera".

If it has, then add this line of code to your code:

scene.activeCamera = camera;

after the line that creates the camera, but before the line that attaches the camera to the canvas.

cheers, gryff :)

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