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Signed-off-by: Squareys <squareys@googlemail.com>
Signed-off-by: Squareys <squareys@googlemail.com>
DavidPeicho
reviewed
Feb 20, 2025
vrm.ts
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| const {root, extensions} = this.engine.scene.instantiate(prefab); | ||
| root!.children.forEach((child) => (child.parent = this.object)); | ||
| this._initializeVrm(prefab.extensions, extensions?.idMapping!); | ||
| root!.destroy(); |
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To avoid making too much changes in a row, this is fine to keep. However, I am pretty confident with the new system we can actually circumvent this in a nicer way.
We could use the gltf.extensions to do the changes directly on the prefab itself, since the original mapping works on that. Then instantiate the prefab in onActivate, and delete the objects in onDeactivate
Signed-off-by: Squareys <squareys@googlemail.com>
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Also enables sourcemaps for better stack traces.