@@ -5,12 +5,12 @@ import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id ) = 1200 ;
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// a GltfNode links a scene entity with a node from within a gltf, allowing the scene to inspect it or modify it.
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- // This component must be added to a direct child of an entity with a PbGltfContainer component, or
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+ // This component must be added to a direct child of an entity with a PBGltfContainer component, or
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// to a direct child of another entity with a GltfNode component, and the referenced gltf node must be a descendent of the gltf node
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// in the parent.
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// The name must match the path of one of the nodes within the Gltf. These are available on the GltfContainerLoadingState component.
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//
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- // The renderer will attach a PbGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
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+ // The renderer will attach a PBGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
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// - the `Transform` will be updated to match the position of the node within the gltf (relative to the gltf root, or the parent node),
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// - a `MeshRenderer` with a GltfMesh mesh type will be added (if the gltf node has a mesh).
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// - a `MeshCollider` with a GltfMesh mesh type will be added (if the gltf node has a collider).
@@ -27,7 +27,7 @@ option (common.ecs_component_id) = 1200;
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// - `MeshCollider` can be added/modified/removed to create/modify/remove a collider on the node.
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// - `Material` can be added or modified to change the material properties. If the gltf node has a material, the original material will be
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// used as a base, and any gltf features (e.g. occlusion maps) from the gtlf spec that the renderer supports but that are not exposed in the
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- // PbMaterial will be maintained.
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+ // PBMaterial will be maintained.
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//
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// The scene can add additional entities as children to the gltf node, but structural modifications of the gltf are not possible:
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// - changing the scene hierarchy will not change the gltf node hierarchy. Moving the entity out of the gltf will sever the link and
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