Glb load suceffully but not rotated

let city: any;
const A = () => {
	let box: BABYLON.Mesh
	const onSceneReady: OnSceneReadyHandler = (scene) => {
		// Set background transparent 
		scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
		// This creates and positions a free camera (non-mesh)
		var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene)
		// This targets the camera to scene origin
		camera.setTarget(BABYLON.Vector3.Zero())
		const canvas = scene.getEngine().getRenderingCanvas()
		// This attaches the camera to the canvas
		camera.attachControl(canvas, true)
		// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
		const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
		light.intensity = 5;
		let city: any;
		//load city background 
		const result = SceneLoader.ImportMeshAsync(null, "/glb/", "city.glb", scene).then((result) => {
			city = result.meshes[0];
			//city.position.z = -1;
			city.position.y = 2;
			city.position.z = -3;

		});

	}
	/**
	 * Will run on every frame render.  We are spinning the box on y-axis.
	 */
	const onRender: OnRenderHandler = (scene) => {
		console.log("renderitnginignign");

		if (city != undefined) {
			var deltaTimeInMillis = scene.getEngine().getDeltaTime()

			const rpm = 10
			city.rotation.y += (rpm / 60) * Math.PI * 2 * (deltaTimeInMillis / 1000)
		}
	}
	return {
		onSceneReady,
		onRender
	}

}
export default A;

I loaded glb file sucefully but rotation in the onRender function
(which use in OnRender) not work

after try something I found change from

city = result.meshes[0];

to
city = result.meshes[2];

//or 3, 4 blah blah

can work sucefully rotate part of my glb file
(eg : if I load forest , only trees rotated not groud)

is there a way to select all the mesh from glb file
I loaded?

I don’t know how to access and control whole glb file not the part

check this PG

Hello @law just checking in if your question was answered?