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Unity 5 "Lock Atlas" and "Bake Selected"?

Discussion in 'Global Illumination' started by scottharber, Jan 5, 2016.

  1. scottharber

    scottharber

    Joined:
    May 14, 2014
    Posts:
    42
    Hi,

    I've recently started transitioning a project from Unity 4.8 to Unity 5.3.

    In the new lighting workflow, I can't find the options for "Lock Atlas" or "Bake Selected". Do these options still exist? If not, is there a workaround to achieve the same result?
     
  2. scottharber

    scottharber

    Joined:
    May 14, 2014
    Posts:
    42
  3. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    628
    IMHO, If you're using any significant amount of baked lighting, stick with 4.x unless you absolutely *need* to upgrade.

    5.x isn't a straightforward 'upgrade' from 4.x. It's got a different feature set when it comes to lighting. Things that you relied on in 4.x may well be gone forever. The 'bake probes' functionality is another example (you can't bake lightprobes quickly on their own, or bake them using a different set of lights from the lightmap bake).
     
  4. scottharber

    scottharber

    Joined:
    May 14, 2014
    Posts:
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    Indeed. Those were my initial thoughts too.

    The only reason I'm looking to upgrade is that I heard that Unity are no longer supporting 4.x.
     
  5. testure

    testure

    Joined:
    Jul 3, 2011
    Posts:
    81
    Can someone from UT please respond to this thread, or one of the dozens of other lightmap-related threads where people need a feature you figured it'd be cool to just disable?

    The game I'm working on right now REQUIRES unity 5 because of the third party sdk (and target platform) reasons, and the game design REQUIRES lock atlas for lightmapping. As the technical director on this project I'm starting to think that it's time to start exploring other engines after 8 years of using Unity. If you guys choose to remove features that developers are depending on and then lock it all behind a vault door, you're really tying our hands and forcing us to look for greener pastures.
     
  6. Lockethane

    Lockethane

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    Sep 15, 2013
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    114
  7. testure

    testure

    Joined:
    Jul 3, 2011
    Posts:
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    You probably didn't notice that I have a reply in that thread as well. His solution is only useful for people who are trying to bake a single lightmap for a bunch of different static objects (such as prefabs that you would instantiate). It does nothing for those of us who need to bake multiple lighting setups on the SAME static geometry.

    Unity constantly repacks the UV charts and there's no way to lock it between bakes- which is infuriating because all of the data is right there.
     
    Last edited: Feb 2, 2016
  8. ChayChay

    ChayChay

    Joined:
    Sep 10, 2014
    Posts:
    12
    I am also curious about this issue. I am currently working on a project that involves a large outdoor scene (an entire city and forest area that are one open world) and it is pretty impossible to manage the baked lighting without being able to save previous bakes. We are constantly adding objects/changing the world and it really doesn't make sense (especially with the outrageously long bake times) to have to rebake an entire scene when only a few objects need to have lighting changes.

    Even with workarounds that I have seen, this seems like a necessary option to include. Mostly it would make it easier on everyone who is currently suffering from day long bake cycles that often fail. I have attempted some of the multi scene baking options, but my large world scene does not break up so well into other scenes. Also we are already additivly loading 3 scenes into our level and I wonder how many before we experience a much larger system chug.
    Does anyone have a stable solution to this or is this just one of many lighting hiccups that we all have to live with/ workaround?
     
  9. baroquedub

    baroquedub

    Joined:
    Aug 27, 2015
    Posts:
    11
    Anyone from Unity Technologies around to answer this one?...