# 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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| .. | ||
| AlienCake | ||
| animated | ||
| barycentric | ||
| CornellBox | ||
| cube | ||
| cubes | ||
| DepthOfFieldExample | ||
| extras | ||
| FlightHelmet | ||
| FlightHelmetLowPoly | ||
| GolfBall | ||
| IrradianceVolumeExample | ||
| SimpleSkin | ||
| sphere | ||
| terrain | ||
| TonemappingTest | ||
| torus | ||
| VolumetricFogExample | ||
| Box0.bin | ||