So I have been making a game in Godot and all of my models are made in Blender.
When I import lets say a room into Godot and shine a spotlight on it. The only places that are illuminating are vertices and then it somehow calculates the falloff of the light on the face next to the verticie as shown on the video below.
If someone knows how to resolve this you will be put in the credits XD
To me this looks like you have per vertex lighting turned on. Godot uses per fragment by default so this is a bit weird, are you sure you did not turn on per vertex in your settings?
It was turned on. I watched a video when I started this project about making low poly games and there it said to turn this on for better recreation of psx games but I completely forgot. thank you