I am trying to set up a large set of imported 3d objects to all use the same palette of materials, which are stored in a SharedAsset / Materials folder.
I exported them all as .glb from Blender, with materials, because otherwise all objects that use more than one material lose their material slots. I set them up with only very simple materials in almost all cases, so the included materials are small files, but now it seems they can't be deleted without causing problems.
I want to delete the materials that are created when inherited files are created, so that the shared palette can be used instead, and the total count of materials can be greatly reduced. But Godot reports the .glb has missing dependencies if I delete its materials. It will still open fine, but there is a list of warnings.
If i don't delete the materials, i worry that the entire point of having one set of materials that are widely shared among many objects is defeated. If I do, I worry the missing dependency issue will cause problems.
So, what are the options here? Can we get away with those missing dependencies existing, since they have no effect? Can we leave those materials there, since they are simple, small files - even though there will be hundreds of them, each one being an exact copy of one of the materials in the palette, in almost all cases, including the name? What are the penalties?