The material is not applied to the GLB model

When loading a specific GLB model using draco decoder, the model is loaded already in color, as if it has material with a diffuse map. However, there is no diffusion map on the material itself. If the material is taken away, or any other is used, the appearance of the model does not change in any way.

I am attaching a link to a test project.
I would be grateful for an explanation of the reason for this behavior. Maybe it’s an engine bug, or I’m doing something wrong

https://playcanvas.com/project/716316/overview/test

This is what I see:

What is expected?

also what do you see when you load the glb in online glb viewers?

    playcanvas: https://playcanvas.com/viewer
threejs https://gltf-viewer.donmccurdy.com/
babylon https://sandbox.babylonjs.com/

yes, at initialization everything looks correct. But as soon as I try to change the material on the model - its color / appearance does not change

so what are the steps to reproduce the issue? Maybe post a code snippet of how you try to change material?

Here is the code with which I try to change the look of the model:

//here I load the model
const blob = new Blob([this.file.resource]);
const url = window.URL.createObjectURL(blob);

this.app.assets.loadFromUrlAndFilename(url, "model.glb", "container", (err, asset) => {
    const entity = new pc.Entity();
    entity.addComponent("model", {
      type: "asset",
      asset: asset.resource.model,
    });
    //here I add new entity with needed model to hierarchy
    this.entity.addChild(entity);
    this.entity.children[0].setLocalScale(0.01, 0.01, 0.01);
    
    //here I create a new material with a red diffuse for clarity
    let newMat = new pc.StandardMaterial();
    newMat.diffuse = new pc.Color(1, 0, 0);
    
    //here I apply new material to my model
    this.entity.children[0].model.material = newMat;
    this.entity.children[0].model.material.update();
        
});

As a result, nothing happens.
Also, nothing happens if I try to change something in the material with which the model is initialized or if I just take the material from the model (set to null)

model.material property only works for primitives.

You will need to access the meshintances and change/assign the materials per mesh instance. (Depending on what you want to do)

Oh, really, that was pretty stupid of me. Thank you very much for the tip