Quick answer: Keep objects as separate meshes in the DCC tool, preserve the node hierarchy on export, and use Godot's import advanced settings to keep nodes distinct.
A glb that imports as a single MeshInstance3D you cannot break apart was either joined in the DCC tool or flattened on import. To address individual doors, props, or lights in Godot, the pieces must remain separate objects with a preserved hierarchy.
How to fix it
1. Keep objects separate before export
Do not Join (Ctrl+J) pieces you need to address individually. Export them as distinct objects so each becomes its own node in Godot.
2. Preserve the hierarchy on export
Export with object hierarchy intact so parent-child relationships survive. A flattened export gives you one merged node regardless of how the source was organized.
3. Use Advanced Import Settings
Open the glb's Advanced Import Settings to control how nodes are generated, set per-object import types, and keep meshes from being collapsed together.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.