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Discussion in 'Addressables' started by MNNoxMortem, Jan 9, 2019.
This is how they look in playmode (packed) or a build (windows)
And this is how it looks in the editor or playmode (fast)
Need to see the "Shader Stripping" section of Graphics Settings, and the Lighting Settings panel to repro this. Or you can open a bug report with your project / repro project attached.
@ryanc-unity Case is 1111703 as specified in the title. Cloud space for upload was requested there as the uploader a) takes forever and b) always seems to crash with large projects.
The Graphics Settings are as following:
@Ryanc_unity Uploaded a small project to ownCloud of Case 1117905. Steps and expected vs actual are described in detail there as well. In particular Post Processing vs (AO, Color Grading) and Reflection Probes are broken (Editor, StandaloneWindows64 and WebGL) when loaded from an Adressable Asset Asset Bundle.
This error only happens when the scene is loaded from the addressable assets.
One thing I just found out: The reflection Probes seem to break when the rendering path is set to forward (only for the adressable scenes - do not ask my how this two things relate):
Found out another thing: Only the Realtime Lightmaps are loaded monochromatic - Baked Lightmaps are loading colored as one can see above.
Thanks for the repro case, I was stuck in the frozen north until today so hadn't gotten a chance to look at it. This sounds like another issue I was working on before my trip and have a working fix. Will see if that also fixes this.
Are there any news on this behaviour?
Not yet. We are still hoping it is fixed in 1.0.0 and waiting eagerly as we can't go live without lightmaps, light probes and broken post pro with AAS.
@Ryanc_unity Any updates on this?
Ya, sorry for the lack of updates here as I've mainly been replying in fogbugs lately. We got swamped with a few lighting related bugs that were all caused by one of two issues that both have been fixed, but required editor changes and bundles / addressable data to be rebuilt. The first fix was specifically targeted at Multi-Scene lightning setups and went out in 2019.1.0a8 & 2019.2.0a4, but is still waiting for 2018.3 backport. The second fix was targeted at Prefabs & Progressive Lightmapper setups and went out in 2019.1.0b9, and 2019.2.0a6, also still waiting for 2018.3 backport.
Thank you for the update. It makes really a difference for us to get those information!
The 18.3 backport will be in 2018.3.13f1 (I think one of the two fixes landed early in 2018.3.11f1)
Reporting back for MNNoxMortem.
The back port did in fact not work at all, but there are now lightmaps as of Unity 2019.1 in the bundles created with the AAS.
The only problem: there are lightmaps, but the scaling/tiling of them seems wrong - no matter the settings.
Hmm, could have sworn I tested this case with the fixes and it was fixed. Will look at this case again this week, trying to catch up on a few things atm so bare with me.
Ok, so I checked out the test project you submitted again with Unity 2018.4.1f1, the original issue reported definitely is fixed and was related to what I fixed in case 1117905. While the title of that case dealt with light probes, the same issue was also causing problems with light map data. This is due to both of these assets store and map object data to lighting data identically.
Related to this, I looked a bit more at the example and was able to verify that Addressable Assets scene loading is identical to the results returned from Player Data scene loading. However, I did notice a difference between the runtime data vs the editor data in that the runtime has a shader error with the Post Processing stack. I've created a new case (1158964) for this error and forwarded it to the Post Processing team