Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Let us know your feedback about the Global Illumination changes in the 2023.2 beta.
    Dismiss Notice
  3. Dismiss Notice

light bake working in editor but not in build

Discussion in 'Global Illumination' started by MaximilianAtkins, Dec 7, 2020.

  1. MaximilianAtkins

    MaximilianAtkins

    Joined:
    Apr 11, 2017
    Posts:
    4
    So the top image shows the bake, done on this computer in editor.
    The bottom is the same bake, but in a Build for PC on the same computer.
     

    Attached Files:

  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    Are you using the Progressive Lightmapper, or Enlighten for your bakes? Also, are those custom meshes, or did you build them using the ProBuilder?
     
  3. MaximilianAtkins

    MaximilianAtkins

    Joined:
    Apr 11, 2017
    Posts:
    4
    They are imported meshes here is the import setting for them. + the light bake settings upload_2020-12-8_12-2-30.png upload_2020-12-8_12-3-34.png
     
  4. MaximilianAtkins

    MaximilianAtkins

    Joined:
    Apr 11, 2017
    Posts:
    4
  5. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    Alright, so this eliminates the possibility of realtime GI clustering-related issues, and possible issues with ProBuilder meshes. One more question, which renderer are you using: forward, or deferred? It could be that you are hitting the pixel light limit in your scene. Although that should show up in the editor as well.

    I think in this case it would make sense to submit a bug report. It would be great if you'd be able to attach your repro project as well. Thanks.
     
  6. MaximilianAtkins

    MaximilianAtkins

    Joined:
    Apr 11, 2017
    Posts:
    4
    Unfortunately I don't think sharing the repo is an option for me.
    We have it working now anyway, there was an issue with a UV 2 on the custom mesh, however i think that was just a side issue. I dont see would that would result in a working bake one PC and a broken one on another. Perhaps it was a git issue and the projects were actually not in line with one another.