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Bug Case 1206865 LightProbes.Tetrahedralize() no longer works when unloading scene

Discussion in '2019.3 Beta' started by iamarugin, Dec 20, 2019.

  1. iamarugin

    iamarugin

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    It used to work in 2019.3f3. Am I missing something? If feels like every single rc version become less and less stable, compared to b11.
     
    Last edited: Dec 20, 2019
    Bordeaux_Fox likes this.
  2. thefranke

    thefranke

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    Hey iamarugin,

    could you describe your problem in more detail? What exactly is not working? Do you have a crash?

    Cheers
     
  3. iamarugin

    iamarugin

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    Everything is described in the case. When I unload scene with light probes and called LightProbes.Tetrahedralize() the light probes from the unloaded scene stays anyway. You can load the attached project in the 2019.3f3 and 2019.3f4 ,go through steps described in the case and see the difference
     
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  4. thefranke

    thefranke

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    Hey again,

    found the issue (it crept in with another fix for the LightProbes), backporting the fix right now to 2019.3. Thanks for reporting it!

    Cheers
     
    Peter77 and iamarugin like this.
  5. iamarugin

    iamarugin

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    Thank you very much!
     
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  6. iamarugin

    iamarugin

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    In what version of Unity 2019.3 this fix is expected to land?
     
  7. iamarugin

    iamarugin

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    Any info will be appreciated. I can't move to the newest release candidates because of this bug, but staying on 2019.3f3 is a pain, because it crashes 10 times a day, very slow and unresponsive. I need to know, when this pain ends.
     
  8. LeonhardP

    LeonhardP

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  9. iamarugin

    iamarugin

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    Thank you! I am relieved.
     
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  10. iamarugin

    iamarugin

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    Just opened reproducible project attached to case in 2019.3f6, issue still here.
     
  11. LeonhardP

    LeonhardP

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    I'm very sorry about that. I was misinformed and it indeed looks like the fix didn't land yet in 2019.3. It landed in 2020.1.0a21 and will hopefully be backported to 2019.3 shortly. The responsible teams have been notified.
     
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  12. iamarugin

    iamarugin

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    Thank you
     
  13. iamarugin

    iamarugin

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    Checked in 2019.3.1f1 the issue is gone. Thanks.
     
  14. ViralArt

    ViralArt

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    Found another bug with running the LightProbes.Tetrahedralize()
    Probes do not update if you have duplicated a light grp, instead of creating a new one from the menu.
    I presume unity thinks it is the same light grp even though you don't have clashing names. (Some ID in the background)

    (Test Case)
    Premise: Have a room that switches between 2 light states.(Swapping the entire room, with baked lighting and probes)
    I have 3 scenes:My assembly scene with dynamic objects and 2 versions of the room each with light probes and baked light.

    (Working as intended)
    If you additive load either scene the Light probes update automatically as they are the first probes present in the scene. If you unload the the scene, the probes stay and calling LightProbes.Tetrahedralize() will update them, and unity will once again realize there are no probes in the scene.

    (The Bug)
    However if we load and unload lightSceneA and without calling LightProbes.Tetrahedralize() load lightSceneB.
    We now have SceneB, but we still use SceneA probes as we have yet to call LightProbes.Tetrahedralize()
    If we have duplicated the LightGroup from SceneA to use in SceneB, nothing happens when we call the function.
    It has to be a new group created from the menu.
    Naturally making a new group and copying the component from the original or a duplicate also does not work
    I cross tested this in many ways and conclusion is Unity thinks it's the same grp in some way.
     
    Last edited: Mar 25, 2020
  15. cpasjuste

    cpasjuste

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    Hi!

    Just a late note to confirm the problem on latest version (2019 4f4 or something).

    It took me a while to figure this, if the light probe group is a copy (or a prefab etc) then the light probes are not updated on additive scene loading, even if you call LightProbes.Tetrahedralize().
     
  16. iamarugin

    iamarugin

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    Great, thank god I didn't update to the latest version.
     
  17. Jonas-Neuston

    Jonas-Neuston

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    I'm seeing a similar issue in Unity 2019.4.5f1 - loading an additive scene and calling LightProbes.Tetrahedralize() results in incorrect light probes. Loading the same scene as Single makes the light probes work.
     
  18. thefranke

    thefranke

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    Hey everyone,

    the issue with duplicates in two scenes has been addressed as well. I'm currently waiting for it to go to our main branch and will then trigger the backports.

    Cheers
     
    cpasjuste likes this.
  19. KospY

    KospY

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    We also got this issue recently, LightProbes.Tetrahedralize() don't do anything anymore.
    I checked the lightprobes count before and after a Tetrahedralize, and it doesn't change.
    The result is loading new scenes accumulate lightprobes and broke the lightning.

    It's really weird because it worked before, but suddenly stopped working.
    We recently updated to 2019.4.16, so I thought it was a new Unity bug, but reverting to our previous version 2019.4.13 didn't fixed the issue. I'm out of ideas to fix that, it also seem a but random, sometimes it work sometimes not.

    @thefranke Any news about a fix?
     
  20. thefranke

    thefranke

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    Hey KospY,

    the fixes all landed, I'm wondering why it doesn't work for you. Do you have a specific repro you could share?

    Cheers
     
  21. Janoooba

    Janoooba

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    @thefranke Just wanted to pipe in and say the issue still seems to persist in 2019.4.28f
    These probes are from a previous scene that was unloaded.
    upload_2021-10-17_1-16-46.png
     
  22. Jakub_Machowski

    Jakub_Machowski

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    The problem is still here in 2019.4.40 Any Update about it?
     
  23. Caparrini

    Caparrini

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    I'm experiencing the same issue using 2021.3.7 LTS
     
  24. Jakub_Machowski

    Jakub_Machowski

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    In 2019.4.40 it dont work and Asynch version of it make throwing red errors.
     
  25. Kevin-VFX

    Kevin-VFX

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    Seeing this issue in 2021.3.5 LTS. It seems to work the majority of the time, but sometimes the probes just stick and wont clear correctly.