BabylonJS/Babylon.js · error · Error
No scene available to load asset container to
Error message
No scene available to load asset container to
What it means
loadAssetContainerAsync requires a target Scene to attach pending data and build the AssetContainer against. Passing null/undefined for the scene parameter causes this throw before any loading starts.
Source
Thrown at packages/dev/core/src/Loading/sceneLoader.ts:1151
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the scene is appended
*/
export async function appendSceneAsync(source: SceneSource, scene: Scene, options?: AppendOptions): Promise<void> {
return await AppendSceneAsync(source, scene, options);
}
// This is the core implementation of load asset container
async function loadAssetContainerCoreAsync(
rootUrl: string,
sceneFilename: SceneSource = "",
scene: Nullable<Scene> = EngineStore.LastCreatedScene,
onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>,
pluginExtension?: Nullable<string>,
name = "",
pluginOptions: PluginOptions = {}
): Promise<AssetContainer> {
if (!scene) {
throw new Error("No scene available to load asset container to");
}
const fileInfo = GetFileInfo(rootUrl, sceneFilename);
if (!fileInfo) {
throw new Error("Cannot load file: a valid scene filename or root url was not provided.");
}
const loadingToken = {};
scene.addPendingData(loadingToken);
const progressHandler = wrapProgress(onProgress);
try {
const { plugin, data } = await loadDataAsync(fileInfo, scene, progressHandler, pluginExtension ?? null, name, pluginOptions);
const asyncPlugin = toAsyncPlugin(plugin, fileInfo);
if (!asyncPlugin.loadAssetContainerAsync) {
throw createLoadError(fileInfo, loadAssetContainerNotSupportedMessage);
View on GitHub (pinned to 0592b347b8)
Solutions
- Create the engine and scene first, then pass the scene instance to LoadAssetContainerAsync
- Await engine/scene initialization before starting asset loading
- Guard the call: if (!scene) throw/log before invoking the loader
Example fix
// before const container = await SceneLoader.LoadAssetContainerAsync(url, '', undefined); // after const scene = new Scene(engine); const container = await SceneLoader.LoadAssetContainerAsync(url, '', scene);
Defensive patterns
Strategy: validation
Validate before calling
if (!scene) throw new Error('Scene must be created before loading asset containers');
const container = await SceneLoader.LoadAssetContainerAsync(rootUrl, filename, scene); Type guard
const hasScene = (s: unknown): s is Scene => s instanceof Scene;
Try / catch
try {
container = await SceneLoader.LoadAssetContainerAsync(url, '', scene);
} catch (e) {
if (e instanceof Error && e.message.includes('No scene available')) {
console.error('Scene was undefined when loading asset container');
} else throw e;
} Prevention
- Await engine/scene initialization before any loading code runs
- Keep scene creation and asset loading in the same init function to avoid ordering bugs
- Enable strictNullChecks so undefined scene parameters are caught at compile time
When it happens
Trigger: Calling SceneLoader.LoadAssetContainerAsync(rootUrl, filename, null) or omitting the scene argument so it resolves to undefined.
Common situations: Creating the container before initializing the engine/scene; a scene variable is undefined because engine init hasn't resolved or an earlier createScene call failed silently.
Related errors
- No scene available to load animations 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/30fc4ca1c1d1e346.
Report an issue: GitHub.