Cocos 3.0 build failures w/ fbx - asset failed to import or was deleted by mistake

I am able to build my project on my own machine (mac) but when a co-worker tries to build on their machine, or we try to build on our build server, we get the following errors

"Asset({asset(17b0aed8-7f5f-4faa-9e83-c83b02cf9135@fc768)}) required by Asset({asset(db://assets/resources/prefabs/Avatar.prefab)}) is missing,Please check whether the asset failed to import or was deleted by mistake."

“Asset({asset(17b0aed8-7f5f-4faa-9e83-c83b02cf9135@fc768)}) required by Asset({asset(db://assets/resources/prefabs/AvatarRemote.prefab)}) is missing,Please check whether the asset failed to import or was deleted by mistake.”

“Asset({asset(ea6eb014-0565-43ca-b4ac-2b8b453ab7ae@2f8d4)}) required by Asset({asset(db://assets/resources/prefabs/LevelObjects/MovingPlatform.prefab)}) is missing,Please check whether the asset failed to import or was deleted by mistake.”

“Asset({asset(ea6eb014-0565-43ca-b4ac-2b8b453ab7ae@0d9fc)}) required by Asset({asset(db://assets/resources/prefabs/LevelObjects/MovingPlatform.prefab)}) is missing,Please check whether the asset failed to import or was deleted by mistake.”

etc etc

The assets it is complaining about are part of an imported .fbx file.
I know they exist - the same files are checked out on both machines.

I don’t know if it is related to this error earlier in the log?
Platform(web-mobile) does not register default options!
Check and complete build options
compressiont type(undefined) is invalid for this platform! 将会使用新值 merge_dep

more of my failed log:

The meta for the fbx that contains the asset that “failed to import”

I can now see the reason that the build failed - my two .fbx.meta files gets modified during the build, changing from - “imported”: true to “imported”: false and removing all of the submetas.

Any reason why the file would change from “imported”: true to “imported”: false from a command line build and from my co-workers machines?

Please check if two FBX assets on both machine have same UUID?

I was able to fix by clicking the “1.0 compatibility” checkbox for each fbx and fixing the references; after that it seemed to build the same on all devices.