I would like to load a .glb file and instantiate the scene as a child of a given node in cocos engine and i would like to do it at runtime. how do i achieve this?
You can have a dig on the asset pipeline of Cocos. That will inspire you how to load the customed extension file.
i searched the github repo and found out that all the functions related to gltf are inside the “editor” folder. so if i want to extend the engine to load a glb how do i do that? and i wan’t to know where cocos stores the model and mesh data and how it is stored when running.
You can have a search of bin