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hookmanuk avatar hookmanuk commented on July 19, 2024

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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Ayfel avatar Ayfel commented on July 19, 2024

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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hookmanuk avatar hookmanuk commented on July 19, 2024

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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Ayfel avatar Ayfel commented on July 19, 2024

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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hookmanuk avatar hookmanuk commented on July 19, 2024

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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hookmanuk avatar hookmanuk commented on July 19, 2024

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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