# Objective - fixes #4823 ## Solution As outlined in the discussion in the linked issue as the best current solution, this PR adds specific GltfExtras for - scenes - meshes - materials - As it is , it is not a breaking change, I hesitated to rename the current "GltfExtras" component to "PrimitiveGltfExtras", but that would result in a breaking change and might be a bit confusing as to what "primitive" that refers to. ## Testing - I included a bare-bones example & asset (exported gltf file from Blender) with gltf extras at all the relevant levels : scene, mesh, material --- ## Changelog - adds "SceneGltfExtras" injected at the scene level if any - adds "MeshGltfExtras", injected at the mesh level if any - adds "MaterialGltfExtras", injected at the mesh level if any: ie if a mesh has a material that has gltf extras, the component will be injected there. |
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| android-res/mipmap-mdpi | ||
| animation_graphs | ||
| branding | ||
| data | ||
| docs | ||
| environment_maps | ||
| fonts | ||
| irradiance_volumes | ||
| lightmaps | ||
| models | ||
| pixel | ||
| scenes | ||
| shaders | ||
| sounds | ||
| textures | ||