Hudo1979 Posted July 28, 2016 Share Posted July 28, 2016 BABYLON.SceneLoader.ImportMesh not working on mobile devices with no manifest file. babylon version 2.4 from row 3492, after first load manifest with timestamp failed, it initialize another attempt to load manifest without timestamp, but this call will never trigger the error event, thus noManifestFile is never called. TEsted on iOS simulator and real iOS device, not working. If I stopped attempt to load the manifest file and call noManifestFile directly, mesh is loaded correctly. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 29, 2016 Share Posted July 29, 2016 Can you reproduce it on the PG. I see no reason why it will work on desktop and not mobiles Quote Link to comment Share on other sites More sharing options...
Hudo1979 Posted July 30, 2016 Author Share Posted July 30, 2016 it didn't work when I utilize web view via cordova, so there must be some compatibility issues, if go through browser it seems to be fine. Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted August 9, 2016 Share Posted August 9, 2016 @Hudo1979 Just add a .manifest file for each mesh you're importing and there shouldn't be any issues https://doc.babylonjs.com/tutorials/Caching_Resources_in_IndexedDB Note that when making changes to a mesh, the version stated inside the mesh's .manifest needs to be updated to a higher value. e.g 0.01 --> 0.02 in order to reload the mesh in a browser where it has been cached. Quote Link to comment Share on other sites More sharing options...
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