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Related pull request: #165 (which was mentioned in this issue)
I am unable to load .glb or .gltf models in iOS.
Works on web.
Have not tested on Android.
Here's my App.js:
importExpoTHREEfrom'expo-three';// inside component with access to the scene // ...useEffect(()=>{ExpoTHREE.loadAsync(uri,event=>{console.log(event);},req=>{console.log('requesting resource: ',req);returnuri;}).then(model=>{scene.add(model.scene);}).catch(er=>{console.log('error': ',er);})},[])// ...
Note that I had to change the following in /node_modules/three/jsm/loders/GLTFLoader (see this issue: #144)
Once the loader completes the model shows for a brief moment and then disappears. I've validated the model using the vs code gltf extension so I doubt the issue is there. This also occurs with the following filetypes .glb, .gltf, .fbx.
A fix or a way to work around this would be great!
Related pull request: #165 (which was mentioned in this issue)
I am unable to load .glb or .gltf models in iOS.
Works on web.
Have not tested on Android.
Here's my
App.js
:Note that I had to change the following in
/node_modules/three/jsm/loders/GLTFLoader
(see this issue: #144)When I run on my physical iOS device I get this output from the event callback:
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