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Well looking at GameObjectInstantiator.cs this is intended, but is an easy alteration... |
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GLB format is slightly unusual in that there is a primitive per material, but I notice glTFast uses a different hierarchy to some viewers during runtime creation of a model:
Runtime load of a glb file - the resulting transform hierarchy has
root -> PrimitiveID (with material #1 mesh) -> material 2 mesh
If you load such a glb in say https://sandbox.babylonjs.com/ you have material mesh nodes alongside each other under a primitive node
root->
-PrimitiveID node ->
--material1 mesh
--material2 mesh
Is this by-design (optimal reduced transform hierarchy) or something to fix or to be fixed (still on v4 here)
Because I was going to rely on the standard hierarchy for special material transforming via the transform
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