BabylonJS/Babylon.js · error · Error
No scene available to load animations to
Error message
No scene available to load animations to
What it means
loadAnimationGroupAsync (and related animation loading entry points) requires a target Scene to receive the loaded animation groups. Passing null/undefined scene throws before any network/file access.
Source
Thrown at packages/dev/core/src/Loading/sceneLoader.ts:1227
export async function loadAssetContainerAsync(source: SceneSource, scene: Scene, options?: LoadAssetContainerOptions): Promise<AssetContainer> {
return await LoadAssetContainerAsync(source, scene, options);
}
// This is the core implementation of import animations
async function importAnimationsCoreAsync(
rootUrl: string,
sceneFilename: SceneSource = "",
scene: Nullable<Scene> = EngineStore.LastCreatedScene,
overwriteAnimations = true,
animationGroupLoadingMode = SceneLoaderAnimationGroupLoadingMode.Clean,
targetConverter: Nullable<(target: any) => any> = null,
onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>,
pluginExtension?: Nullable<string>,
name = "",
pluginOptions: PluginOptions = {}
): Promise<void> {
if (!scene) {
throw new Error("No scene available to load animations to");
}
if (overwriteAnimations) {
// Reset, stop and dispose all animations before loading new ones
for (const animatable of scene.animatables) {
animatable.reset();
}
scene.stopAllAnimations();
const animationGroups = scene.animationGroups.slice();
for (const animationGroup of animationGroups) {
animationGroup.dispose();
}
const nodes = scene.getNodes();
for (const node of nodes) {
if (node.animations) {
node.animations = [];
}
}
View on GitHub (pinned to 0592b347b8)
Solutions
- Create the engine/scene before calling and pass the scene instance
- Check argument order for the overload you use and supply scene in the right position
- Await engine/scene initialization before starting animation loads
Example fix
// before await SceneLoader.LoadAnimationGroupAsync(url, undefined, undefined, 'clips'); // scene missing // after const scene = new Scene(engine); await SceneLoader.LoadAnimationGroupAsync(url, undefined, undefined, 'clips', scene);
Defensive patterns
Strategy: validation
Validate before calling
if (!scene) throw new Error('Scene required for animation loading');
await SceneLoader.LoadAnimationGroupAsync(url, undefined, undefined, name, scene); Type guard
const hasScene = (s: unknown): s is Scene => s instanceof Scene;
Try / catch
try {
await SceneLoader.LoadAnimationGroupAsync(url, undefined, undefined, name, scene);
} catch (e) {
if (e instanceof Error && e.message.includes('No scene available to load animations')) {
console.error('Scene not initialized before animation load');
} else throw e;
} Prevention
- Double-check parameter order of the specific loader overload used
- Gate loading code behind an initialized-flag set after scene creation
- Never pass possibly-undefined scene values to loaders
When it happens
Trigger: Calling SceneLoader.LoadAnimationGroupAsync(url, onProgress, pluginExtension, name, undefined /* scene */) — omitting the scene argument so it resolves to undefined.
Common situations: Calling the animation loader before scene creation; forgetting the scene parameter due to differing argument orders between overloads; async init race where the scene variable isn't assigned yet.
Related errors
- No scene available to load asset container to
- Unknown animation group loading mode value '${animationGroup
- At least one mesh is needed to create the nav mesh.
- Connect failed
- Disconnect failed
AI-assisted analysis of BabylonJS/Babylon.js@0592b347b8 (2026-08-30).
Data as JSON: /api/errors/41015db2f55f0850.
Report an issue: GitHub.