GLTFLoader is not working on Facebook playable ad campaigns

Hi everyone,
I’ve created a playable ad that works perfectly on all ad platforms, but when I upload it to
https://adsmanager.facebook.com/adsmanager
the GLTFLoader fails to work and throws the following error:

Here’s my code:


      async loadGLTF(name: string, base64: string) {
        try {
          const arrayBuffer = this.base64ToUint8Array(base64).buffer; // Convert base64 directly to ArrayBuffer
      
          const manager = new THREE.LoadingManager();
      
          const dracoLoader = new DRACOLoader(manager);
          dracoLoader.setDecoderPath(""); // Set decoder path if needed
      
          const gltf = await this.loadGLTF_DARCOAsync(dracoLoader, arrayBuffer);
          Assets.Models.set(name, gltf);
        } catch (err) {
          console.error(err);
        }
      }
      
      async loadGLTF_DARCOAsync(darco: DRACOLoader, arrayBuffer: ArrayBuffer): Promise<GLTF> {
        return new Promise((resolve,reject) => {
          const gltfLoader = new GLTFLoader();
          gltfLoader.setDRACOLoader(darco);
  

            gltfLoader.parse(
              arrayBuffer,
              '', 
              (data) =>{ 
                console.log(data)
                resolve(data)
              },
              (err) => {
                reject(err)
                //console.log(err)
               // reject(err)
              }
            );

            
          
         
        });
      }

The code works perfectly on the
https://developers.facebook.com/tools/playable-preview/
and everywhere else except when uploaded to

https://adsmanager.facebook.com/adsmanager

Has anyone encountered this issue or found a workaround? Any help would be greatly appreciated!

Are you using DRACO?

Yes but it working without issue

I asked, because the error looks like its trying to load the DRACO decoder, and not finding it.

      dracoLoader.setDecoderPath(""); // Set decoder path if needed

You might need to set an explicit path to an online copy of the decoder.

Thanks, but the DracoLoader is working fine.

Someone mentioned that they changed the model loader from loading via URL to parsing binary data. It would be something like: “Loading by URL replaced with parsing binary data in the model loader to avoid internal XMLHttpRequests.”

In one company, they slightly modified the Three.js loader to make everything work smoothly.

Oh, ok so you’re good to go?

I’ve updated the code as described above. It works everywhere — on localhost, web host, and all ad platforms — but not on the campaign page.
https://adsmanager.facebook.com/adsmanager