Importing glb mesh from blender ends up stretched in godot

Godot Version

4.3

Question

Whenever I export my mesh from blender to godot I am ending up with my mesh coming out stretched.


The top part of the image is the shape that it’s supposed to have, but when I inspect the individual mesh then I end up with the stretched out mesh on the bottom.

I’m not sure if I’m exporting the mesh wrong in blender, if it has something to do with the normals, or if its an importing issue in godot. If anyone knows how to fix this issue then please let me know.

Maybe try to apply the scale of your models in your blender project (Ctrl + A → scale)?