fix(ModelNode): don't import cameras or lights

Signed-off-by: Schmarni <marnistromer@gmail.com>
This commit is contained in:
Schmarni
2025-07-28 02:25:45 +02:00
parent 9c936eb277
commit 6dc6628d7e

View File

@@ -11,6 +11,7 @@ use crate::nodes::alias::{Alias, AliasList};
use crate::nodes::spatial::{Spatial, SpatialNode};
use crate::{BevyMaterial, bail};
use bevy::asset::{load_internal_asset, weak_handle};
use bevy::gltf::GltfLoaderSettings;
use bevy::pbr::{ExtendedMaterial, MaterialExtension};
use bevy::prelude::*;
use bevy::render::primitives::Aabb;
@@ -87,7 +88,13 @@ fn load_models(
) {
while let Some((model, path)) = mpsc_receiver.read() {
// idk of the asset label is the correct approach here
let handle = asset_server.load(GltfAssetLabel::Scene(0).from_asset(path));
let handle = asset_server.load_with_settings(
GltfAssetLabel::Scene(0).from_asset(path),
|settings: &mut GltfLoaderSettings| {
settings.load_cameras = false;
settings.load_lights = false;
},
);
let entity = cmds
.spawn((
Name::new("ModelNode"),