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(Case 1111703) [0.5.3] Lightmaps in addressable scenes are broken

Discussion in 'Addressables' started by MNNoxMortem, Jan 9, 2019.

  1. MNNoxMortem

    MNNoxMortem

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    This is how they look in playmode (packed) or a build (windows)
    grafik.png grafik1.png grafik2.png
    grafik3.png
     
  2. MNNoxMortem

    MNNoxMortem

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    And this is how it looks in the editor or playmode (fast)
    grafik.png
    grafik1.png grafik2.png
    grafik3.png
     
    Last edited: Jan 9, 2019
  3. Ryanc_unity

    Ryanc_unity

    Unity Technologies

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    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.
     
  4. MNNoxMortem

    MNNoxMortem

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    @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:
    upload_2019-1-15_14-59-37.png
    upload_2019-1-15_15-0-23.png
    upload_2019-1-15_15-0-37.png
     
  5. MNNoxMortem

    MNNoxMortem

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    @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.

    upload_2019-1-25_16-5-47.png

    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):

    upload_2019-1-25_16-27-16.png
    SceneManager.LoadScene(name,LoadScene.Single)
    upload_2019-1-25_16-27-38.png
    Addressables.LoadScene(key,LoadScene.Single)
    upload_2019-1-25_16-30-17.png
     

    Attached Files:

    Last edited: Jan 25, 2019
  6. MNNoxMortem

    MNNoxMortem

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    But
    upload_2019-1-25_16-34-54.png
    SceneManager.LoadScene(name,LoadScene.Single)
    upload_2019-1-25_16-33-43.png
    Addressables.LoadScene(key,LoadScene.Single)
    upload_2019-1-25_16-34-0.png
     
  7. MNNoxMortem

    MNNoxMortem

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    Found out another thing: Only the Realtime Lightmaps are loaded monochromatic - Baked Lightmaps are loading colored as one can see above.
     
  8. Ryanc_unity

    Ryanc_unity

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    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.
     
    MNNoxMortem likes this.
  9. keeponshading

    keeponshading

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    Are there any news on this behaviour?
     
  10. MNNoxMortem

    MNNoxMortem

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    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?
     
  11. Ryanc_unity

    Ryanc_unity

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    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.
     
    num_ama and MNNoxMortem like this.
  12. MNNoxMortem

    MNNoxMortem

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    Thank you for the update. It makes really a difference for us to get those information!
     
  13. Ryanc_unity

    Ryanc_unity

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    The 18.3 backport will be in 2018.3.13f1 (I think one of the two fixes landed early in 2018.3.11f1)
     
    Last edited: May 29, 2019
    MNNoxMortem likes this.
  14. Twyker_gp

    Twyker_gp

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    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.
     
  15. Ryanc_unity

    Ryanc_unity

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    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.
     
  16. Ryanc_unity

    Ryanc_unity

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    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
     
    keeponshading likes this.
  17. keeponshading

    keeponshading

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    Hi. It would be really useful if current Unity Examples
    like
    Fontainebleau
    Book of the Dead
    FPS Sample
    would use Adressables.
    Do you know the reason why they don ´t?
    I asked in several forums but could get no answer.
     
  18. unity_bill

    unity_bill

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    not really relevant to this thread, but I'll answer anyway. The short version is that those were released too early to be viable contenders for us. We are working with future internal productions to be integrated. Some will include us some not.

    Of note, Addressables is not a feature that every game should use. For many games Addressables should be beneficial, but for some it's unnecessary overhead.
     
  19. vitorfgd

    vitorfgd

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    @unity_bill and @Ryanc_unity
    Our WebGL project is still having problems with loading a scene using addressables and lighting. Following what @unity_bill said:
    we need to use it because the scene is well over 1GB so it is exactly the situation addressables is required.

     
    Last edited: Nov 26, 2019
  20. davidla_unity

    davidla_unity

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    @vitorfgd what version of Addressables are you using?
     
  21. vitorfgd

    vitorfgd

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    @DavidUnity3d, currently using 1.4.0 and previously using 1.3.8
     
  22. keeponshading

    keeponshading

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    Would be nice if you could integrate an Addressable Lightmaps UseCase in the Addressables Examples.

    There is some potential.
    In our case Bakery and Blender Lightmaps are calculated in a lot of iterations on many GPU s and/or CPU s.
    Often even after the project is finished to raise quality if there is computation power on idle. They are a perfect addressable candidate.
    In addition also the Progressive Lightmapper when it reachs an productive state.
     
    MNNoxMortem likes this.
  23. vitorfgd

    vitorfgd

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    For documentation only:

    I experimented with directional and non-directional mode, compressed and not compressed and my settings are similar to @MNNoxMortem.

    I also tried to include de light maps as addressables.
     
  24. IndieFist

    IndieFist

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    I was learning right now all about addressables, and in our new project we have 4-5 scenes, and i was thinking that could be usefull to load scene async and load complete scene with lightmap and remove every time player jump to other scene.
    This is a good idea for addressables? because i want to get fast load between scenes and get a main scene as base for all with my player, game manager, sound manager, etc..
     
  25. Twyker_gp

    Twyker_gp

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    MNNoxMortem likes this.
  26. unity_bill

    unity_bill

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    It's being looked at by the webgl team, as it's related to how that platform is reading from bundles, not how addressables is creating them. I know it's still active in their backlog, but I don't know of any update beyond that.