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Add docs to bevy_gltf about loading parts of a Gltf asset #13548
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unless speaking of rust code, it should be "glTF" |
Co-authored-by: Alice Cecile <[email protected]>
done |
I was wondering if importing lights and cameras is supported in Bevy, found this issue. If not noted in this PR then perhaps it should be in another. |
I know importing camera works, but I'm not sure how to access them through the gltf loader. That can be added later on though. At least now we'll have some basic docs that can be improved with time. |
Co-authored-by: François Mockers <[email protected]>
Sorry @mockersf I should have copied what you said instead of doing it manually and copy the error everywhere 😅. Anyway, I merged all your suggestions so should be good now |
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you can't, a camera is not an asset but a list of components... they are available only through the full scene |
Co-authored-by: François Mockers <[email protected]>
…ocumented (#13586) # Objective - Followup to #13548 - It added a list of all possible labels to documentation. This seems hard to keep up and doesn't stop people from making spelling mistake ## Solution - Add an enum that can create all the labels possible, and encourage its use rather than manually typed labels --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: Rob Parrett <[email protected]>
Objective
Solution