Comments (11)
Are you in URP?
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I'm using the HDRP
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I see, there are some issues with URP and it seems now with HDRP, I need to investigate these but since these pipelines are not completely stable I am not sure what to expect. So does this happen when you instantiate by hand by drag and dropping the asset in the scene as well? how about if you instantiate in the scene where you initially baked them?
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Another thing that you can try is to comment out the section in the code where shaders are reassigned
// You have to release shaders. Material[] mat = info.renderer.sharedMaterials; for (int j = 0; j < mat.Length; j++) { if (mat[j] != null && Shader.Find(mat[j].shader.name) != null) mat[j].shader = Shader.Find(mat[j].shader.name); }
This section might be conflicting with new shaders in these pipelines
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It doesn't matter how or where I instantiate them, they'll appear that way until I move then and then use ctrl+z to undo the move.
I tried commenting out that section and it didn't seem to fix the issue.
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I will try an HDRP project when I get a minute. Does this happen at runtime as well or only in the Editor?
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Runtime as well. I tried it with my level generating at runtime as well as having the prefabs instantiated in their broken state.
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@Ayfel I figured out what the issue was. I had previously had auto generate on the scene's lighting, so there were baked lightmaps for geometry that didn't exist, and clearing the baked data fixed the issue.
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I was mistaken, the issue persists even after clearing the existing baked data in the scene.
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I just did a sample project with HDRP and everything worked fine. So I am afraid its probably something in the setup of your project most likely
This is in 2020.3.5f1 and HDRP
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Figured out the issue. My artist had said they removed all probuilder meshes, but the ones that were causing issue WERE probuilder objects. After exporting the meshes and replacing them, works perfectly! Sorry to take up your time
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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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