Godot does not support flat shading.
So the correct export to godot is: enable normal and turn on smooth shading in Nomad
I don’t really want to add an export checkbox that would export 3 normals per face just for godot. File size would grow for nothing.
Note that the glTF spec says that flat normals should be computed if normals are not present in the file. So godot behavior of fallbacking to unlit isn’t quite correct.
When tangents are not specified, client implementations SHOULD calculate tangents using default MikkTSpace algorithms with the specified vertex positions, normals, and texture coordinates associated with the normal texture.
When normals are not specified, client implementations MUST calculate flat normals and the provided tangents (if present) MUST be ignored.