YO @bghgary or @Deltakosh … There used to be a _forAssetContainer boolean flag i was using in my GLTF parser to check if this load was an AssetContainer or a regular scene load… That seem to have been removed in Alpha 25 builds… What is the property to check if loading a asset container ???
Should this work to check if is loading for an Asset Container
IsAssetContainer = (this._gltfLoader._assetContainer != null);
That should work, but you really shouldn’t be depending on private properties. Why do you need to know if it’s an asset container or not?
I handle some parsing of script component metadata differently if its an asset container
So @bghgary DO you think fou can add some kind of public isAssetContainer property on the loader that could check if (_assetContainer != null) or something ?
Can you explain this more?
We can, but I want to make sure this is actually necessary.
Well basically if loading an asset container, I do not create instances of the script components attached to the node.on load.
When you instantiate a prefab at runtime from the loaded asset container, I actually create the instances of the scripts attached to the nodes then
Hmm, okay. I think it’s a bit weird to expose this, but it’s not the end of the world. Would you be okay making this change?
If you dont want to thats kool. I basically am just using the private _assetContainer property like so
Then in my GLTF Parsing code…
I DO NOT WANT TO PARSE SCRIPTS YET
So i use the asset container flag like so
So i need to be able to tell if i am parsing GLTF content from an asset container
I won’t block it if you want to submit a PR to add the flag to the loader.
ok… thanks i will add a public getter property like
public get isAssetContainer():boolean { return this._assetContainer != null; };
or something like that