`.gltf` files' `.bin` dependencies aren't copied into `imported_assets`
Bevy version
0.14.0
What you did
Tried to load a .gltf file with a .bin dependency with preprocessing enabled
What went wrong
Its .bin file wasn't copied into imported_assets, so the scene doesn't appear. No errors or warnings.
Additional information
Here's a minimal repro of it working in 0.13: https://github.com/Seldom-SE/testetst/blob/29eeb4d6c5210cf6f9c0b035979281f308e81846/src/main.rs
And here's a minimal repro of the bug in 0.14: https://github.com/Seldom-SE/testetst/blob/1d591976b13f3f4517a787fe5863bffe3ea9bf5a/src/main.rs
And here's the diff between the two: https://github.com/Seldom-SE/testetst/commit/1d591976b13f3f4517a787fe5863bffe3ea9bf5a
I've run into a similar issue where any gLTF assets with a separate .bin file never load.
i.e. calling asset_server.recursive_dependency_load_state(gltf_handle) always yields RecursiveDependencyLoadState::Loading.
I've also got preprocessing enabled.
After a bit of experimenting, I've found that changing the .bin.meta file contents from
(
meta_format_version: "1.0",
asset: Ignore,
)
to
(
meta_format_version: "1.0",
asset: Load(
loader: "bevy_gltf::loader::GltfLoader",
settings: (
load_meshes: ("RENDER_WORLD"),
load_materials: ("RENDER_WORLD"),
load_cameras: true,
load_lights: true,
include_source: false,
),
),
)
allows my gLTF assets to load correctly. Possibly this works for your project as well (as a short-term workaround)?