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Lighting problem for Oculus Quest App

Discussion in 'AR/VR (XR) Discussion' started by im1-innovationmecom, Feb 5, 2020.

  1. im1-innovationmecom

    im1-innovationmecom

    Joined:
    May 15, 2017
    Posts:
    3
    I am currently working on an Oculus Quest App (Android Build) in Unity 2019.2.9f1. I am trying to bake the lights in one scene with many statis objects (only onbe object is non-static / most of the objects are from this asset: https://assetstore.unity.com/packages/3d/environments/modern-loft-full-pack-38532 (I only use the outer buildings for this scene)). The thing is it bakes normally (two directional lights; one on auto the other on not important / both on baked). But the lights cast realtime shadows and the lightmaps are applied in the editor ui, but not in the scene and game view (also not in the finished build on the Quest).
    I am quite confused because read many threads about lighting and thought i did everything right. The lightmaps also appear in the "Baked Lightmaps"-Tab of the Lighting window.
    lighting_window_1.PNG lighting_window_2.PNG Unbenannt.PNG
    They also seem to be applied to the object correctly:
    object_applied.PNG

    Thank you in advance for your help.
     
  2. eastes

    eastes

    Joined:
    Sep 1, 2012
    Posts:
    54
    This scene looks really familiar!!!

    Try changing the lighting mode to "Baked Indirect"
     
  3. SOIL

    SOIL

    Joined:
    Sep 2, 2011
    Posts:
    212
    Forget Unity's internal lightmapper!!! honestly, buy BAKERY, it's also now 50% off spring sale! You will LOVE it!!!! and it has a real time viewport preview addon as well, which is also 50% now xD ^^ I would not hesitate! The precision, the quality, the speed, almost no leaks etc. ....it's a dream of a baker. You have also afterwards full control over the lightmaps. It's so smart and done by a real professional in this field.
     
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