# GLTF Inspector

## Staging area

I want to have parallel "world" for each of my scenes so they're all in the same location in space, but not overlapping in the viewport.

For example, we load scene A and B and we want to show independent previews of A and B.
The way this tends to be done is by moving the staged assets "out of the way" to some far off part of the world that the player can't see.
This works, but makes the game world grounded in reality more than it has to be.
In principle (these are just 1s and 0s) we can spawn these all in their own worlds and toggle between worlds in the "multiverse".

There is [at least one] RFC for Bevy to support a "Universe" with multiple worlds, but nothing implemented.

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The workaround for this was to change the gltf inspector from loading _all_ assets to just loading assets which are dragged+dropped into the window.

Buuut I think the workaround is to have one camera per scene and update it to either render ot a preview or render to the window.

I kinda wish I could make entities visible to certain cameras, or put them in a different "dimension layer".
The render target I don't think would actually solve the problem since it's still in the same world and therefore can still see the other scenes.

