bevy/release-content/migration-guides/rename_spawn_gltf_material_name.md
DaoLendaye cf3f26f10b
Add GltfMeshName component and Deref implementations (#19331)
Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.

# Objective

Fixed the side effects of #19287
Fixes Examples that modify gltf materials are broken #19322

## Solution

Add GltfMeshName component and Deref implementations

Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.


## Testing

cargo run --example depth_of_field
cargo run --example lightmaps
cargo run --example mixed_lighting
They are consistent with the situation before the error occurred.

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Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-05-23 20:56:48 +00:00

698 B

title authors pull_requests
Use Gltf material names for spawned primitive entities
@rendaoer
19287

When loading a Gltf scene in Bevy, each mesh primitive will generate an entity and store a GltfMaterialName component and Name component.

The Name components were previously stored as mesh name plus primitive index - for example, MeshName.0 and MeshName.1. To make it easier to view these entities in Inspector-style tools, they are now stored as mesh name plus material name - for example, MeshName.Material1Name and MeshName.Material2Name.

If you were relying on the previous value of the Name component on meshes, use the new GltfMeshName component instead.