Using it in Bevy
Bevy loads glTF/GLB through the AssetServer: asset_server.load(GltfAssetLabel::Scene(0).from_asset("tree.glb")), spawned with SceneRoot; individual meshes and materials are addressable by label. FBX and OBJ need third-party crates, so GLB is the format to use.
- LOD: give the LOD0–LOD3 entities a
VisibilityRange(start and end margins) for distance switching with dithered crossfade — Bevy's HLOD mechanism. - Leaves: glTF alphaMode MASK becomes
AlphaMode::Mask(cutoff)onStandardMaterial, and double-sided materials disable back-face culling. - Entities that share a mesh and material are batched and instanced automatically, so many tree copies stay cheap.
- Collision: Bevy has no built-in physics; build a collider from the collision mesh with Avian or bevy_rapier.