Comments (12)
That looks like when an object it's set static and batching makes a combined mesh messes with uvs. Is this windows platform? Is there a way you can isolate this issue and instantiate the prefab in an isolated scene to test that in a build? Play mode works I assume? Last resort you could send me a repo project and I can check it
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Thank you for fast reply!
So I used new models and saw few things:
- it bakes perfectly when there is just room and light in scene. (which obviously isn't possible to be used in game)
- "UV Overlap" displays that there is no overlap in scene with models before baking, but after baking there is a lot of overlapping stuff, and after putting prefab in different scene (it was only one in the other scene as I made a new one) there is again no overlap dispplayed
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Also yes, this is windows build, and play mode works perfectly
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Did you try to "generate lightmap uvs" from the fbx import settings? You can try there and see if it makes a difference. Also do you disable the static flag of the prefab objects after baking?
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No, I don't disable it, and I used generate lightmap Uvs before, and there wasn't that much of a difference really
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Disable the static flag, otherwise it will batch and mess up the uvs
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Oh my god! Thank you! It fixes it! :D
I'm so sorry for trouble, and again thank you!
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Great 😊 no problem
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Hi! Sorry I know that you closed the thread, but that's the only way I know how to contact you, hah.
So my question is - do lightprobes work with lightmaps generated by your script?
Or maybe should they work? Cause our first attempt made each light in scene realtime instead of baked for some reason (but that might be fault of my friend), Anyway - on every other attempt the lightprobes don't react oon our players
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Lightprobes cannot be baked in prefabs due to on how they work in Unity. However there is a method to have a functionality similar to that that I am working on adding to the project in the near future
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So,.. do you have any ideas how could we light our models? Lightmapped prefabs would help us a lot, cause our maps are modular anyway, and now we just have black models walking around (it's a multiplayer game so we can't really bake everything, not players deffinitelly)
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Try using mixed lights, with shadowmask baking mode or similar. then your light will shine only on non-static objects not part of your prefab. To do this properly make sure to include the lights as part of the prefabs you bake
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Related Issues (20)
- Light probes in Interior scenes HOT 1
- Baking lightning on a prefab overwrite other prefabs lightmaps HOT 2
- URP AssetBundle lighting corrupted HOT 5
- "IndexOutOfRangeException: Index was outside the bounds of the array." on MaterialPostprocessor. HOT 5
- As I bake new prefab the old lightmaps gets deleted even they are moved in separate folder
- About Android HOT 2
- Baked lighting is broken upon instantiating from Asset Bundle HOT 25
- Baked light probes
- Baked lighting doesn't work in the build version if Screen Space Shadows is enabled
- Lightmap breaks in the build on a single prefab HOT 1
- lightmaps in the build aren't mapped correctly HOT 2
- Not working on unity 2022.2.13 HOT 4
- I try to bake but it has already taken about 4 and half hours HOT 1
- Transparency in Build HOT 13
- Trying to set shader on a Material Variant HOT 3
- Lightmaps Too Bright on Android Bundle HOT 2
- Incorrect light maps being assigned on instantiation HOT 2
- Prefab only baking/loading one light HOT 1
- How to merge LightingData assets for correct shading working? HOT 10
- Normal maps not showing properly on instantiated prefab HOT 1
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