internal async Task <IList <Actor> > CreateFromGLTF(string resourceUrl, string assetName, Guid?parentId, ColliderType colliderType)
        {
            UtilMethods.GetUrlParts(resourceUrl, out string rootUrl, out string filename);
            var loader   = new WebRequestLoader(rootUrl);
            var importer = MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(filename, loader, _asyncHelper);

            var parent = _app.FindActor(parentId ?? Guid.Empty) as Actor;

            importer.SceneParent = parent?.transform ?? _app.SceneRoot.transform;

            importer.Collider = colliderType.ToGLTFColliderType();

            await importer.LoadSceneAsync().ConfigureAwait(true);

            // note: actor properties are set in App#ProcessCreatedActors
            IList <Actor> actors = new List <Actor>();

            importer.LastLoadedScene.name = assetName;
            MWGOTreeWalker.VisitTree(importer.LastLoadedScene, (go) =>
            {
                go.layer = UnityConstants.ActorLayerIndex;
                actors.Add(go.AddComponent <Actor>());
            });

            importer.Dispose();

            return(actors);
        }
        private async Task <IList <Asset> > LoadAssetsFromGLTF(AssetSource source, Guid containerId, ColliderType colliderType)
        {
            IList <Asset>      assets        = new List <Asset>();
            DeterministicGuids guidGenerator = new DeterministicGuids(UtilMethods.StringToGuid(
                                                                          $"{containerId}:{source.ParsedUri.AbsoluteUri}"));

            // download file
            UtilMethods.GetUrlParts(source.ParsedUri.AbsoluteUri, out string rootUrl, out string filename);
            var loader = new WebRequestLoader(rootUrl);
            await loader.LoadStream(filename);

            // pre-parse glTF document so we can get a scene count
            // TODO: run this in thread
            GLTF.GLTFParser.ParseJson(loader.LoadedStream, out GLTF.Schema.GLTFRoot gltfRoot);

            GLTFSceneImporter importer =
                MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, _asyncHelper, loader.LoadedStream);

            importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO().transform;
            importer.Collider    = colliderType.ToGLTFColliderType();

            // load prefabs
            if (gltfRoot.Scenes != null)
            {
                for (var i = 0; i < gltfRoot.Scenes.Count; i++)
                {
                    await importer.LoadSceneAsync(i);

                    GameObject rootObject = importer.LastLoadedScene;
                    rootObject.name = gltfRoot.Scenes[i].Name ?? $"scene:{i}";
                    MWGOTreeWalker.VisitTree(rootObject, (go) =>
                    {
                        go.layer = UnityConstants.ActorLayerIndex;
                    });

                    var def = GenerateAssetPatch(rootObject, guidGenerator.Next());
                    def.Name   = rootObject.name;
                    def.Source = new AssetSource(source.ContainerType, source.Uri, $"scene:{i}");
                    MREAPI.AppsAPI.AssetCache.CacheAsset(rootObject, def.Id, containerId, source);
                    assets.Add(def);
                }
            }

            // load textures
            if (gltfRoot.Textures != null)
            {
                for (var i = 0; i < gltfRoot.Textures.Count; i++)
                {
                    await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true);

                    var texture = importer.GetTexture(i);
                    texture.name = gltfRoot.Textures[i].Name ?? $"texture:{i}";

                    var asset = GenerateAssetPatch(texture, guidGenerator.Next());
                    asset.Name   = texture.name;
                    asset.Source = new AssetSource(source.ContainerType, source.Uri, $"texture:{i}");
                    MREAPI.AppsAPI.AssetCache.CacheAsset(texture, asset.Id, containerId, source);
                    assets.Add(asset);
                }
            }

            // load materials
            if (gltfRoot.Materials != null)
            {
                for (var i = 0; i < gltfRoot.Materials.Count; i++)
                {
                    var matdef   = gltfRoot.Materials[i];
                    var material = await importer.LoadMaterialAsync(i);

                    material.name = matdef.Name ?? $"material:{i}";

                    var asset = GenerateAssetPatch(material, guidGenerator.Next());
                    asset.Name   = material.name;
                    asset.Source = new AssetSource(source.ContainerType, source.Uri, $"material:{i}");
                    MREAPI.AppsAPI.AssetCache.CacheAsset(material, asset.Id, containerId, source);
                    assets.Add(asset);
                }
            }

            importer.Dispose();

            return(assets);
        }