use Name on node when loading a gltf file (#1183)
* export Name in prelude * use Name instead of Labels in gltf scenes
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				@ -17,7 +17,7 @@ pub use task_pool_options::DefaultTaskPoolOptions;
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pub use time::*;
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pub mod prelude {
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    pub use crate::{DefaultTaskPoolOptions, EntityLabels, Labels, Time, Timer};
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    pub use crate::{DefaultTaskPoolOptions, EntityLabels, Labels, Name, Time, Timer};
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}
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use bevy_app::{prelude::*, startup_stage};
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@ -1,6 +1,6 @@
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use anyhow::Result;
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use bevy_asset::{AssetIoError, AssetLoader, AssetPath, Handle, LoadContext, LoadedAsset};
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use bevy_core::Labels;
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use bevy_core::Name;
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use bevy_ecs::{bevy_utils::BoxedFuture, World, WorldBuilderSource};
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use bevy_math::Mat4;
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use bevy_pbr::prelude::{PbrBundle, StandardMaterial};
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@ -318,7 +318,7 @@ fn load_node(
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    ));
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    if let Some(name) = gltf_node.name() {
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        node.with(Labels::from(vec![name.to_string()]));
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        node.with(Name::new(name.to_string()));
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    }
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    // create camera node
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