Think this is a repeat issue but I have some canvas elements that are like info popups that I have inactive in the scene as I don’t want them showing on start of the experience until they are set active but they don’t show when set active. This is probably a repeat of an older issue where disabled canvas gameobjects didn’t export properly when exporting in Needle for Unity.
My workaround for now is to have them active and this script on them to hide them on start:
import { Mesh, MeshStandardMaterial } from "three";
export class DisableOnStart extends Behaviour
{
onEnable(){
}
start(){
GameObject.setActive(this.gameObject, false);
}
}