Comments (22)
Does your instantiating as prefab work when you make a build? It does sound like the shader stripping (look at ReadMe) or some setting in your project. Let me know.
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No i have check it they are not working in builds if i instantiate that prefab , they are just working in editor after baked prefablightmap i am building it for windows
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Cool, so that means it is just your settings, once you fix those it will be fine. Check the readme for the stripping modes
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tried messing with lightmap modes to custom but not worked
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Does you prefab still have the static flag on?
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after building lightmap should i remove all flags?
i am just keeping batching static of
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If you leave the batching static flag it will combine meshes and mess the UVs, that's the only one you should be careful with
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what should i do should i keep batching static flag on or off
from prefablightmapping.
You should turn it off so it doesn't combine meshes together. Let me know if that fixes it since it still might be something else
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i have tried in that way too nothing works
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Should i share my URP with you so that you can test it....
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its just a simple test project with some baked cubes from probuilder
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i have made a test on very small project
the same project works in standard pipeline very well no issues in build
but not working Properly in URP
tried messing with all settings no luck
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You need to bake (as in create actual meshes and not dynamic meshes, not bake as in lighting) your probuilder meshes or you will have issues in builds. It is a known issue with probuilder (maybe just in URP though).
Did you try including your prefabs inside your scene? In some cases this has shown if the issue persists.
Feel free to send me the test. I have done tests myself with URP and no problems so I would suspect is the probuilder assets
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okay i have created one new simple scene with one plane one cube and one point light using default unity objevcts it works well for them . my question is should my mesh have separate uv channel for lightmapping because unity generate lightmap uvs dont work properly with this script for the external objects as i think so..................
from prefablightmapping.
I use generated lightmap uvs from unity all the time, that makes no difference for the script or the lightmaps. What I understood was that you were using probuilder meshes which will have issues, but if you transform them down to regular meshes it should be ok
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i have exported that mesh and after that tried
generate lightmaps uv but that case doesnt work for me.......
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Can you share the mesh thats giving you issues?
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there are 2 meshes i also provided texture just check once if they works fine for you
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this meshes aRE EXPORTED FROM PROBUILDER
from prefablightmapping.
You need to bake (as in create actual meshes and not dynamic meshes, not bake as in lighting) your probuilder meshes or you will have issues in builds. It is a known issue with probuilder (maybe just in URP though).
Did you try including your prefabs inside your scene? In some cases this has shown if the issue persists.
Feel free to send me the test. I have done tests myself with URP and no problems so I would suspect is the probuilder assets
hey, how do i bake probuilder meshes, does that mean i have to not use probuilder at all?
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You just need to use the "Export" to save the mesh/3d object in your project so its not a dynamic "probuilder" object and UVs are proper and good for this to work. Otherwise probuilder won't save properly to the prefabs you create.
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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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