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Emissive is turned off when level is streamed?

Discussion in 'Global Illumination' started by The_Domaginarium, Sep 2, 2015.

  1. The_Domaginarium

    The_Domaginarium

    Joined:
    Dec 11, 2012
    Posts:
    20
    Hello all

    I'm having a really weird problem now. I think this happened in previous versions of Unity 5 (I'm on 5.1.3p1), but I didn't notice it so much until I changed the lighting.

    For some reason, the realtime emissive is being disabled when I stream in a level, even if the stand-alone level looks just fine. The level is being streamed-in using the loadleveladditiveasync function.

    In the image below, you can see the difference between how the level looks when I just play that level (up), and how that same level looks when it's being loaded into a persistent level (down). If, during playtime, I change the CPU usage from one setting to another, lighting suddenly changes so the streamed level looks like the original one, and that just makes things weirder.

    I'm using forward rendering with linear color space, and realtime GI only.

    Any ideas? :-/
    Thanks

    capture.JPG
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Additive baking and loading of GI data is implemented in Unity 5.2, so you should have a fix soon!