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addMeshTask calls onSuccess but loadedMeshes is empty.


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Hi all,

EDIT: Issue solved. See bottom of post.

I am trying to use assetManager and everything seems to be fine but the onSuccess callback is called and passed a task object that has no meshes in loadedMeshes. Here is the relevant code:

export default class GameAssetManager{

    constructor(gameManager, gamePackage){
        this.initialized = false;
        this.gameManager = gameManager;
        this.assetScene = gameManager.gameDisplay.scene;//new BABYLON.Scene(gameManager.gameDisplay.engine);
        this.assetsManager = new BABYLON.AssetsManager(this.assetScene);
        this.gamePackage = gamePackage;
        this.baseMeshesForCloning = {};
        this.gamePackage.fleets.forEach((fleet)=> {fleet.forEach((ship)=>{this.baseMeshesForCloning[ship.shipSpec.mesh.meshID] = ship.shipSpec.mesh; })});




        for (const key of Object.keys(this.baseMeshesForCloning)) {

            let mesh = this.baseMeshesForCloning[key];

            //load in mesh from specified root and filename.
            let task = this.assetsManager.addMeshTask("mesh_" + mesh.meshID, mesh.meshID, mesh.directory, mesh.filename );
            task.onSuccess = function(task) { mesh["mesh"] = task.loadedMeshes[0]; }
            task.onError = function (task, message, exception) {
                console.log(message, exception);

            var textTask = this.assetsManager.addTextFileTask("text task", "build/msg.txt");
            textTask.onSuccess = function(task) {



The odd part is that in my network tab in dev tools the obj files are loaded successfully and the addTextFileTask works fine. The loadedMeshes array is just empty for some odd reason.

The files I am loading are here:




Any help would be greatly appreciated.


EDIT: I solved the issue! I didn't realize what the meshNames argument was... though it was just giving a name to the mesh or something, but it was actually looking for a mesh by that name! Wow I am such a noob at this.




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