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Critical bug at Light Build

Discussion in 'Global Illumination' started by DaCookie, Mar 7, 2016.

  1. DaCookie

    DaCookie

    Joined:
    Nov 4, 2014
    Posts:
    44
    Hi everybody.
    I have two problems in my game with lighting.

    I attached an image to let you see what happens after a light build Default Very Low or Default Low settings in Window->Lighting->General GI. You'll see some shadow glitches, and that's our first major problem.

    But if you want more, my second problem is that when I use Default High Resolution settings, the build stay at step 5/11 (clustering), and has always 26 jobs to do... even after 48h...

    It seems it's not the first time that kind of problem appears : https://issuetracker.unity3d.com/issues/stuck-at-clustering-jobs-when-baking-lightmaps

    Our build machine config :
    • Processor : Intel Core i5-6400 CPU @ 2.70GHz 2.71GHz
    • Ram : 8 Go
    • Graphic : GTX 960
    • Platform : Windows 64bits
    We built on version 5.3.2f1.

    Thanks in advance for any answers, for now we can't make a game...
     

    Attached Files:

    Last edited: Mar 9, 2016
    LaserWzzrd likes this.
  2. DaCookie

    DaCookie

    Joined:
    Nov 4, 2014
    Posts:
    44
    Up, it's a real problem :/
     
    LaserWzzrd likes this.
  3. Hell_666

    Hell_666

    Joined:
    Jul 17, 2015
    Posts:
    4
    We finally found the origin of our problem. Our meshes needs to have the "Generate Lightmaps UVs" checked.

    But we don't know why baking light in a profile close to high quality take more than one night (in fact I've never seen the end of operation, I was forced to cancel) for a little map on mobile :/

    Someone has any advice ?

    Thanks.
     
    Last edited: Mar 9, 2016