rockwell15 Posted October 30, 2017 Share Posted October 30, 2017 Hi, I have a scene where: - I import several meshes - Then I have code wrapped in `scene.executeWhenReady` Everything runs fine, until I test importing a non existent file. Then `scene.executeWhenReady` never fires, presumably because it never loaded the aforementioned file. I already have a fallback coded, so is there a way that I can ignore this failed import, with regards to `executeWhenReady`? Quote Link to comment Share on other sites More sharing options...
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