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Does anyone know what is causing these texture artifacts, seen on device since switching to Unity 5

Discussion in 'General Graphics' started by Zaz1996, Nov 2, 2015.

  1. Zaz1996

    Zaz1996

    Joined:
    Sep 21, 2015
    Posts:
    4
    Please see the image attached. The black, white and yellow artifacts are visible on the IOS (iPad) shots on the right of the image. This only started happening after we switched to Unity 5. They don't appear in the editor/PC Version of the game. There appears to be no real consistency as to when or where these artifacts appear. It seems to differ from build to build. The only consistent aspect we can see is that it only ever appears on static scene geometry?

    random_artefacts_01.jpg
     
  2. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,248
    Looks like baked lighting. Delete your light maps and rebake.
     
    Zaz1996 likes this.
  3. Zaz1996

    Zaz1996

    Joined:
    Sep 21, 2015
    Posts:
    4
    Thanks for taking the time to reply bgolus. We already tried rebuilding the light maps.. We also thought it may have been that the light maps were built in an earlier version of unity 5, so we rebuilt making sure the version was definitely the same, but the issue is still there on the IOS build.
     
  4. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,248
    Did you delete the lightmaps first, or just rebake? My understanding is there are some issues that don't resolve on just a rebake. There's also some issues that only happen when baking manually and others that only happen on auto baking. You might try deleting your lightmaps (go to the lighting panel, click on the down arrow next to build, clear data) and bake again if that's not what you did the first time. If that doesn't fix it still I have no idea.
     
  5. artysta

    artysta

    Joined:
    Nov 15, 2009
    Posts:
    124
    also make sure in your mesh import prefs , you have the create UVs for light mapping as well and re-import your mesh. I also have my shaders use UV1 for my light mapping meshes. At one time that helped with the issue, but the patch releases have been getting better on that workaround.