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