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Asked 3 months ago by SaturnianAdventurer981

Three.js models not loading in production after migrating from CRA to Vite

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

I'm migrating our application from CRA to Vite as documented in this pull request. While running the development server with npm run start, everything works fine, but when I build and preview the production version, the Three.js models in the editor tab are missing.

The relevant code for the editor is in src/ThreeEditor. I don't see any additional warnings or errors when opening the app in preview mode.

Below are previews for both modes:

Production preview:
[Production Preview]

Development preview:
[Development Preview]

BASH
Code used for the editor should be in src/ThreeEditor. There are any additional warnings/errors when i’m opening app from preview.
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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

0

Three.js Models Missing in Production Build with Vite

This issue where Three.js models appear in development but disappear in production is likely related to how Vite handles asset loading and paths in production builds. Here are some potential causes and solutions:

Possible Causes

  1. Asset Path Resolution: Vite handles asset paths differently between development and production. In production, assets are typically hashed and moved to a different directory.

  2. Node.js Environment Differences: As mentioned in the Three.js documentation, Three.js is designed for web environments and relies on browser objects and DOM APIs that don't exist in Node.js environments.

Potential Solutions

1. Check Asset Loading Paths

Make sure your model loading code uses relative paths that will work in both development and production:

JAVASCRIPT
// Instead of this: loader.load('/models/mymodel.gltf', ...); // Try this: import modelUrl from '../assets/models/mymodel.gltf?url'; loader.load(modelUrl, ...);

2. Use Vite's Asset Handling

Vite has specific ways to handle assets. Try using the ?url suffix for imports:

JAVASCRIPT
import modelPath from './path/to/model.gltf?url';

3. Configure Public Directory

Make sure your models are in the public directory if you're using absolute paths:

JAVASCRIPT
// vite.config.js export default { publicDir: 'public', // ... }

4. Check for Loaders

Ensure that any Three.js loaders (like GLTFLoader, OBJLoader, etc.) are properly imported and initialized in your production build:

JAVASCRIPT
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';

5. Debug with Network Monitoring

In your production preview, open the browser's developer tools and check the Network tab to see if there are any 404 errors for model files.

6. Add Explicit File Extensions

Vite might handle file extensions differently in production. Try specifying the full extension:

JAVASCRIPT
loader.load('./models/model.gltf', ...);

7. Check Vite Configuration

Make sure your Vite configuration properly handles the file types you're using:

JAVASCRIPT
// vite.config.js export default { assetsInclude: ['**/*.gltf', '**/*.glb', '**/*.obj'], // ... }

If you're still facing issues, consider adding more detailed logging to your model loading code to help identify exactly where the problem occurs in the production build.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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