Productionizing a large GLTF babylon scene imported from blender

hi there , read here

well you can read the thread as well … basically because i chose to split scene as well … but then had issues with materials being duplicated in the engine each time I loaded assets that actually used the same material in the blender scene. So I wrote code to sort it out.

After some time I hit a small snag , which I fixed but it brought the conversation back into the line of thought.

Here it was suggested to be do separate material loads ( well if you have control of the models this is all good )

Im actually going to test it personall now very soon. I know the post was in march but I was busy on other htings for client but I just did a brand new rebuild of his configurator with vue 3 , and it would be nice to reduce load times in anyway possible. Although for me it really is not a bad UX as my models and textures are all small … but its the principle … you know for when you do need it for bigger stuff on demand.