use scene names if they exist#22820
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ChristopherBiscardi wants to merge 1 commit intobevyengine:mainfrom
Open
use scene names if they exist#22820ChristopherBiscardi wants to merge 1 commit intobevyengine:mainfrom
ChristopherBiscardi wants to merge 1 commit intobevyengine:mainfrom
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Objective
glTF scenes often have names. Our loader code does not insert them. This results in tools like bevy_inspector_egui showing
Entityon the scene's root entity instead of "MyPlayerScene" or whatever it was named in blender, etc.Solution
Use names if they exist, otherwise use a default name based on the glTF index of the scene which mirrors other usage.
Testing
I loaded
models/FlightHelmet/FlightHelmet.gltfandmodels/cube/cube.gltfinto the3d_sceneexample and wrote a small system to check for the existence ofNamecomponents. With this patch, theSceneandScene0names will log out (FlightHelmetdoesn't have a name, so will printScene0whilecubehas a name, which isScenewithout the index).