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Unity forces light probes on static objects

Discussion in 'Global Illumination' started by shamunity, Oct 11, 2015.

  1. shamunity

    shamunity

    Joined:
    Sep 18, 2015
    Posts:
    22
    I thought light probes mattered only for dynamic objects?

    I noticed my baking was taking forever, then noticed very large meshes connect to light probes for some reason. They seem to auto attached when created in the scene to a lightprobe node and then it becomes impossible to de-activate the 'use light probe option':





    The 'solution' i found was turning autobake off, switching all objects to dynamic, disabling the 'use light probe' checkbox and then turning the objects static again.
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Light probes are only used for dynamic objects (and as an intermediate step when baking lightmaps for LODs), looks like you found a bug in the way we visualize the probes. The checkbox should not have any effect even when it is greyed out.
     
  3. shamunity

    shamunity

    Joined:
    Sep 18, 2015
    Posts:
    22
    Glad I could help :)
     
  4. Teo

    Teo

    Joined:
    Oct 31, 2009
    Posts:
    564
    Excuse me, please clarify this, so static objects with lightmap disabled don't use light probes?
     
  5. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,021
    What do you mean lightmap disabled? Are they lightmap static or not?
     
    Last edited: Oct 16, 2015
  6. Teo

    Teo

    Joined:
    Oct 31, 2009
    Posts:
    564
    You check static object to benefit from batching, but in the same checkbox you can disable lightmap.
     
  7. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    'Batching Static' and 'Lightmap Static' are two separate flags.