crobocado, Trying out generating external files based on the whole asset hierarchy of a level (this actually spans assets from multiple blend files !) in the .ron format used by #bevy_asset_loader (a fantastic crate for #bevy
Also based on the data in #Blender it is trivial to generate asset files either for a full level or for specific blueprints.I am still unsure if it makes sense to use external files or if it is better to embed the asset information inside the gltf files' gltf_extras fields