Breaking container asset on re-import

Hi all!
I have a question about importing and re-importing of GLB assets. When I update an asset that has additional (or less) render meshes, it seems to break the Container file, and then the Template does not update. The only fix from here seems to be deleting the asset and re-importing it fresh and setting up the Template again. Am I updating the asset correctly? Is there a better workflow I’m not aware of?

This is impacting our project substantially with lost time due to re-making Templates over and over again as we iterate on assets. Would love to hear any ideas, thanks all!

CG

Scene link:

Sounds like this issue:

I have submitted a fix for this on the back-end. It will be deployed to production shortly.

1 Like

Awesome, I’ll keep an eye out for the fix!

The fix is live. Please test and let me know if you have any problems.

Thanks Will!
Testing the fix now, with some interesting results.

I’ll use a generic tree object for testing purposes.
I import a Tree GLB and apply a tree-trunk material.


Now I decide it should probably have canopy of leaves. I export a new tree with a second mesh for leaves. I want it separate because I want to add a script to it, as well as it’s own material.
After importing - the container does not break, which is great!
However on the template we get the following behavior:

  • The original Tree trunk mesh is maintained, and material assignment maintained.
  • A new tree-trunk mesh has been added - no material
  • A new tree canopy mesh added.
  • The tree trunk and canopy are now children of the template - which still has the original tree trunk mesh - so now we have a duplicate mesh.

The expected behavior I think is - the tree trunk is maintained as before, and new Canopy mesh is added, with no duplicating of mesh elements.
Scene link: PlayCanvas | HTML5 Game Engine

Thankyou for taking the time to work through this!

CG