@trevordev, Hi,
I found a pretty sneaky bug when I try to activate a gizmo with this line: (It's random this error.)
var manipulator = new BABYLON.GizmoManager(scene);
manipulator.usePointerToAttachGizmos = false;
manipulator.attachToMesh(mesh);
manipulator.positionGizmoEnabled = true;
this return getEngine of null
Code in Babylon in the function UtilityLayerRenderer()
// Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
Basically, when I set positionGizmoEnabled to true, the originalScene parameter does not exist.
I can not reproduce it on the PG and I do not understand why it happens on my project, it's been 4 hours that I try to understand and there I give up, I do not understand the logic to this problem.
So that I can not display gizmo on my stage. Maybe you have an idea of what can produce this. This looks like a very sneaky bug for some project.
It's just the originalScene that is not recovering and I do not see what I can do with bad eyes that I inform the scene in the GizmoManager.
Thank you Trevor