Comments (6)
Also note, if I add a new "RoomMedium" prefab object in design time, it also looks like this, I'm unsure whether it is supposed to apply the light maps in design or runtime, but its doing neither at the moment.
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This is most likely because of nested prefabs, try to only have a top root prefab to test it, no inside prefabs
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Thanks for the reply. I've created a new URP project for 2020.3.7f1 to test this in isolation. I've published it here, could you take a look and see what I've done wrong, I assume its something pretty obvious! The cloner object/script creates an instance of the prefab, but no lightmaps are applied.
https://github.com/hookmanuk/prefablightmappingtest
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Great, I am currently on a trip and wont be able to check it until bavk, if you haven't found the reason these days(i think if you unlink the nested prefabs it should work), then remind me next week from Wednesday when I am back and I will take a look
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OK thanks, my example doesn't have nested prefabs now, just a couple of cubes and an area light, so I don't think it's that.
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Thinking about it some more, I'm generating new connected rooms to walk through as the player progresses. I can probably just have 3 rooms prebaked and just move them around instead, that should get around the issue and probably be better for performance anyway.
Thanks for trying to help, let me know if you do find the issue with the sample anyway.
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Related Issues (20)
- Baking lightmaps break decals until affected materials are Reimported. HOT 2
- Clarification of Light Probes HOT 4
- 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
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