 // Update glow mesh
                this.mesh.matrix.decompose(this.glowMesh.position, this.glowMesh.quaternion, this.glowMesh.scale);
            };

            ready = () => this.initMesh();
        }

        class FloatingCrystal extends Group {
            constructor() {
                super();

                this.position.y = 0.7;
            }

            async initMesh() {
                const { anisotropy, loadTexture } = WorldController;

                const geometry = new OctahedronGeom