godotengine / godotengine/godot
Models are incorrect on initial import of GLB files from Kay's Dungeon Remixed
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Description
### Tested versions
Does not occur in v3.5.3.stable.mono.official [6c814135b]on Win10
It does Occur in
v4.2.1.stable.mono.official [b09f793f5] - Windows 10
v4.1.stable.mono.official [970459615] in
### System information
v4.2.1.stable.mono.official [b09f793f5] - Windows 10, also happens in v4.1.stable.mono.official [970459615] in
### Issue description

The image above is a screen cap of what my editor shows and what the playing scene shows for this bug.
When importing the GLB pile from https://github.com/KayKit-Game-Assets/KayKit-Dungeon-Remastered-1.0 into my project they all load correctly. Most of the objects work as expected, but wall segments are not quite right. They preview okay in the editor, but when I run the scene, the wrong objects are included.
If I only import one wall it works okay. Also, if I restart or do a "reimport" on the file, it works from that point on. It is only on first use of the files.
### Steps to reproduce
1. Start a new Godot Project in 4.1 or newer
2. Add a 3d Node
3. Add a camera Node
4. Right click in the resource list and open the directory in the file system
5. Copy the contents of Kays archive from the GLTF directory into the godot project directory
6. Click back into Godot and let the import run
7. Drag the first wall section in front of the camera
8. Run the scene.
The wall shown in the running game will be different than the one in the editor. Please note, the difference between the first and second wall is minimal... the second has an arch inlaid a little on it. The problem happens with most walls.
If you right click on the file you added and reimport, it will fix things.
### Minimal reproduction project (MRP)
I cannot reproduce the problem because it goes away when the project is reloaded. Hopefully the minimal effort to reproduce it will not be that bad.
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