|string filename||StereoKit still uses the filename of the data for format discovery, but not asset Id creation. If you don’t have a real filename for the data, just pass in an extension with a leading ‘.’ character here, like “.glb”.|
|Byte& data||The binary data of a model file, this is NOT a raw array of vertex and index data!|
|Shader shader||The shader to use for the model’s materials! If null, this will automatically determine the best shader available to use.|
|RETURNS: Model||A Model created from the file, or null if the file failed to load!|
Loads a list of mesh and material subsets from a .obj, .stl, .gltf, or .glb file stored in memory. Note that this function won’t work well on files that reference other files, such as .gltf files with references in them.