BabylonJs Editor: Selecting a Water Texture causes the templated web-application to break

@the-simian Yes I think it’s a good idea. My other idea is to import all in the game.ts file with some comments to precise that it can be removed to optimization. Like:

import {
Engine,
Scene,
SceneLoader,
Tools,
} from "babylonjs";

// In case you are using materials from the materials library. Import the library.
import 'babylonjs-materials';

// In case you are using procedural textures. Import the library.
import 'babylonjs-procedural-textures';

// In case you have exported your scene in a format different form .babylon. Import the library.
import 'babylonjs-loaders';

// In case you want to use the BabylonJS GUI. Import the library.
import 'babylonjs-gui';

import { Extensions } from "babylonjs-editor";

export default class Game {

This solution allows to avoid problems like “you create an empty scene and then save. So the editor will not detect any material from the materials library” etc.
What do you think about this solution?