Lightmaps break on another team members PC when pulling latest (using git - godot 4.6.2)

Godot Version

4.6.2

Question

At the company we’re working in compatibility mode for VR - specifcially mobile headsets. Part of that is keeping it as low weight as possible; which means we rely entirely on Lightmaps.

But I have found an issue now among a couple of team members across different projects (all using same version/compatibility mode) where lightmaps look vastly different; or materials are not applied correctly on some meshes (less than a handful) when they pull latest - these are also not material issues, but seems to be individual sub-meshes not having a material - despite one is applied during mesh import.

It means our builds have discrepancies between what has been made and pushed to the project.

Checking, I can see all Lightmap arrays have been filled and lightmaps exist - however it is as if they are wrapped to the wrong model. Even simple project using a single lightmap has been an issue between our team.

This is both between MAC/PC users but also PC/PC users exclusively.

Does anyone know how to solve these decrepencies we see in the graphics pipeline - when working multiple people on a project, using git LFS?

that sounds not correct. My guess is that it’s a file name issue. Ensure that you only use lowercase and no special characters in the filenames (only underscores, no spaces). That’s the most common problem between Win and Mac.