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...
GameMonetize Posted October 30, 2017 Share Posted October 30, 2017 Hello, when importing your meshes, you will have to provide a callback for both onSuccess and onError in order to know when things are ok or wrong. That being said, the executeWhenReady should still be called even if missing files are found. Do you mind creating a repro in the PG? Quote Link to comment Share on other sites More sharing options...
rockwell15 Posted October 31, 2017 Author Share Posted October 31, 2017 I can't seem to replicate it in the playground I'll jump back on this thread if I figure it out. Thanks GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.