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Lightmaps Loaded with Addressable Has Incorrect UVs?

Discussion in 'Addressables' started by u3dxt, Jan 12, 2020.

  1. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    Anyone experience this before? The model on the right is instantiated with a prefab link. That same prefab is used as a remote Addressable. When the addressable prefab is loaded on the left, the lightmap UVs appear to be missing or corrupted. This only seems to happen with Addressables and LWRP; the standard unity shader doesn't seem to have that issue.

    This thing has been driving me nuts for the past week, please let me know if you guys know what's going on. Thanks!

    I should add that the lightmap is saved to the prefab using PrefabLightmapData class.

    This is on Unity 2019.2.17f1, Addressables 1.5.0, and LWRP 6.9.2
     

    Attached Files:

  2. b4gn0

    b4gn0

    Joined:
    Jul 26, 2019
    Posts:
    119
    I am having the same exact issue, did you happen to solve it?

    This is the lightmap in editor:
    upload_2020-4-28_23-41-30.png

    This is the same lightmap loaded through Addressables (no UVs):
    upload_2020-4-28_23-43-42.png
     
  3. b4gn0

    b4gn0

    Joined:
    Jul 26, 2019
    Posts:
    119
    I debugged a little more comparing my game objects' meshfilters, and it turns out that Addressable's exported meshes have no "uv2".

    Is there some option I should turn on to tell Addressables to include auto-generated uv2s?

    Local file (uv2 is present):
    upload_2020-4-29_0-4-37.png

    In editor using assets loaded from Addressables:
    upload_2020-4-29_0-5-15.png
     
    Last edited: Apr 28, 2020