in Documentation at Loading, displaying a scene (simple loading of 3D models) | Manual | Castle Game Engine there are 2 example codes.
if i write “Scene.Load(‘car.x3d’);” i get an error “file not found”
if i write “Scene.Load(‘castle-data:/car.x3d’);” then it works.
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Yes, indeed it’s a typo. @michalis
Overall, Castle Game Engine uses URLs for most operations. I.e. you can still use Scene.Load('car.x3d');
in case car.x3d
is in the root directory of the project (will be converted into file:///car.x3d
. But usually all the assets should be located inside the data
folder as that article recommends, and then they are accessible through internal castle-data:/
protocol which also guarantees that the Engine will find the assets on different platforms if they have to be moved to a different location, e.g. on Android and iOS.
Thank you for the explanation.
I fixed the manual page:
-
it now shows castle-data:/car.x3d
, which will look inside data
subdirectory as @eugeneloza explained. (More info on Data directory | Manual | Castle Game Engine . )
-
aaand then I did another change, scheduled there since a long time: changed the sample car and road to be in glTF, not X3D formats. glTF format can be easily exported from Blender ( Exporting from Blender | Creating Game Data | Castle Game Engine ) and we advise it now.
So it’s actually castle-data:/car.gltf
now, in both manual pages
I work on these 2 manual chapters intensively now anyway – I want to update them to document how to do it all visually using CGE editor.