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Importing an Android lightmap for a scene takes 15 minutes in Unity 5... why?

Discussion in 'Global Illumination' started by apocriva, May 28, 2015.

  1. apocriva

    apocriva

    Joined:
    Nov 3, 2011
    Posts:
    25
    We have roughly sixty scenes that we're importing from Unity 4 into Unity 5 that each have 3~4 lightmaps. While this amount of data certainly took a while to import before, now we're seeing import times that vary from 1 minute to 15 minutes *per texture*.

    This import has been running for about 16 hours now and is at only 10% complete.

    Please advise!
     
  2. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    252
    What size and compression are the lightmaps?

    Do you plan on updating lightmaps in 5.0? You could simply delete all of them before importing if they won't be needed
     
  3. apocriva

    apocriva

    Joined:
    Nov 3, 2011
    Posts:
    25
    The lightmaps are 2048x2048 and compressed (not sure specifically which compression on Android). I'm not entirely sure what our plans are around lightmapping moving forward. It just seems incredible that a 5 MB 2048x2048 texture would take 20 minutes to import!

    The import has now been running for ~40 hours and is about 50% complete. At this point, there's no point interrupting it -- we're populating the cache, so hopefully nobody else will have to go through this lengthy process.

    Thanks!
     
  4. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    252
    Apparently compression for ETC textures was set to best, which caused this.
    It has been fixed and compression is set again to normal.