I tried adding my own GLTF loader which works fine but I want to add a Draco Loader to it, so I have to use the line
dracoLoader.setDecoderPath( '/examples/js/libs/draco' );```
which in the build gives me: `https://demo.epm.digital/examples/js/libs/dracodraco_wasm_wrapper.js`
Is there a different path I should use? I import it with `import { DRACOLoader } from "three/examples/jsm/loaders/Dracoloader.js"`
<https://discourse.threejs.org/t/issue-with-setdecoderpath/9556>
[Original Post on Discord](https://discord.com/channels/717429793926283276/1051898340016656456)
*by user 103054507105067008*
That gives me GET https://demo.epm.digital/modelpreview2/include/draco/draco_wasm_wrapper.js 404 (Not Found)
The only files in that folder though are draco_decoder.js and draco_decoder.wasm
Had to manually add draco_wasm_wrapper.js from another random folder in node modules in C:\Unity_Projects\ProjectName\projects\ModelPreviewer\dist\include\draco
I have made an in-house model previewer for a project where we can use a url parameter to get the url to a file on the server to load with gltfloader. Works great now thanks!
You find a handy method to use that loader in engine_scenetools (loadSync for url or parseSync for binary) or you can just create a new AssetReference via the static Create method and provide the correct arguments
I was just loading from a local FTP server url, where shall I look for an example of using your loader to load a model from a url? I couldn’t quite see where to do that
Will look into the engine_scenetools you mentioned Still using droploader in this build for drag dropped models though of course, just url parameter loaded models come from the url