How do I use .glb files in BabylonNative win32/uwp?

I’m kinda confused on how to use .glb imports on a freshly built playground app. Afaik I can simply drag n drop an existing .js script into the playground exe and it should open the scene specified in the script.
Am I wrong in assuming this?

I also tried setting these modules:
in this cmakelists file before building.

I feel like the solution is something simple but I can’t figure it out.
Thanks in advance.

Welcome aboard!

cc @BabylonNative

Nope, the playground has no code that handles drag and drop.

I’m not sure what you are doing with this. Add files to the CMakeLists.txt will just add them to the build and copy the files.

This might a misunderstanding on my side.
By drag n drop I was referring to this video.
First Look at Babylon Native - YouTube
Basically I want to create an .exe which uses the js script I specified. From what I can tell I can simply move the files into the script folder and start the “custom” application.

Ahh, when you drag and drop a js to an executable icon in Explorer on Windows, it will launch the app with the dragged file’s path as an argument. The handling of the code is here:

Hello @moe1369 just checking in, do you need any more help?