Bounding box of imported 3d file is incorrect

Godot Version 4.3

Question

Hello,

I’ve exported a 3d file (as .glb) of a room with many objects from blender and imported it into Godot. In Godot, when I click on the glb node the editor shows a bounding box, in orange wireframe, of the room. But the bounding box is much larger than the room. The problem is that the world’s origin (0,0,0) is included in the bounding box, but there is no geometry of the room at the world’s origin. Because the room is far away from the origin the bounding box is stretched out very far and is thus very very large.

Can I ignore this? Or should I be worried about this? I assume the bounding box is used for the workings of the engine so I assume this has to be fixed. But what can cause this?

Blender also has an option to show the bounding box of objects. I’ve just tried to enable the bounding box of every single object in the 3d room. All bounding boxes are correct. No bounding box stretches to the world’s origin in Blender.

I would assume this is a bug in the Godot engine. But if that was so then more people would face this problem.

Maybe a stray point somewhere, I have had that happen before.

No, because I checked the bounding box of every object in Blender as I said.