Bodies are one single skeletal mesh. Exporting to gltf creates multiple SkinnedMesh objects and the materials will have skinning set to true which negatively affects performance.
0.6.0 replaces MeshStandardMaterial with ShaderMaterial with skinning false with mose meshes, there are still some meshes with skinning left on true (like the windows and the antenna stick)
Bodies are one single skeletal mesh. Exporting to gltf creates multiple SkinnedMesh objects and the materials will have skinning set to true which negatively affects performance.