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Function to add element and all its children to AssetContainer #14457
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://babylonsnapshots.z22.web.core.windows.net/refs/pull/14457/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/14457/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/14457/merge#BCU1XR#0 |
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In looking through this, I think this is the right path, but I still have a question. I'm assuming this mirrors what we do with import to an asset container with a glTF. However, since this can be called after import, do we care about other material classes that could be attached to a node? For example, do we need to worry about node material or multi-material if those are assigned to the node? That would mean needing to search the node material for texture nodes. I don't know if this is a good path or not. I think getting opinions from @RaananW, @sebavan, or @Popov72 would be good here.
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Feel free to ignore my single comment (in this case, of course ;-) )
Fixes https://github.com/BabylonJS/ThePirateCove/issues/663
The function
addAllAssetsToContainer
receives a Node as argument and adds that node and all its children and derived elements (such as materials and skeletons) to an asset container. It is intended to work as a utility function used after loading a mesh with AssetsManager, for example. Usage example on: #TLFUIB#1