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Zero UV area or surface area on mesh

Discussion in 'Editor & General Support' started by eco_bach, Jul 25, 2015.

  1. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    What causes the following error,

    Zero UV area or surface area on mesh.

    And how can this be corrected?
     
  2. Deleted User

    Deleted User

    Guest

    Bumping this since someone else might find it.

    I believe this can be caused by your mesh having too little surface area to occupy at least a single whole texel in the lightmap (it's not really zero at all, but close), i.e. your mesh needs to be larger. The warning seems to always be safely ignorable, but you should check if the lighting on the mesh looks ok. For unknown reasons, neither increasing lightmap resolution nor scale in lightmap for the affected object can counter the issue. I just protruded the mesh that caused the problem for me a bit into the ground (since in my case, it was part of a wall). This fixed the warning and the lighting is in fact more correct looking than before. We all wish for the lightmapper to be improved. We really do. Until then, hack away!
     
    PvR2018 likes this.
  3. TheMonkeysaur

    TheMonkeysaur

    Joined:
    May 2, 2017
    Posts:
    52
    I am getting this error too, never seemed to have it before.
     
  4. NextWorldVR

    NextWorldVR

    Joined:
    Dec 30, 2017
    Posts:
    14
    Good ol' Unity Community!
    He asked this simple question in 2015. It is now April 2018, (when I have come to seek the same answer)

    I bet if I came back here in 2021, there WILL STILL BE NO ANSWER!
    I bet the guy who asked, found a solution, and never came back. It all begins to seem so ugly and pointless.

    Tech Forums don't 'WORK' like they used to, for people are no longer the 'kind' of creatures for which public forums WERE relevant.

    I did forums like these, 35+ years ago, before the internet, using dial-up modems to chat etc on BBS's - For Decades then, and for the first 15-20 years of the internet, People shared information selflessly but fruitfully because they improved together. It was Great! Amazing. We literally invented CGI together and eventually I got to work on TV, in Video Games and Animate for films like 'LIFE OF PI'

    But, I haven't seen anything like that for years now... People are so arrogant and self-involved (We would have NEVER thought to take a picture OF OURSELVES, or our LUNCH for instance, WHAT AN ODD, FREAKISH THING TO DO!)

    A new generation is at the keyboard. A generation that is less decent, less civil, less emotionally intelligent and less HUMAN. Less in every conceivable way, than those who came before. (as detailed and chronicled in the book:

    'THE DUMBEST GENERATION' (or: 'Don't Trust Anyone Under 30')
    "How the Digital Age Stupefies Young Americans and Jeopardizes all our future!" by MARC BAUERLEIN

    This is all an undeniable fact that is perfectly reflected in the THOUSANDS of unanswered questions here.

    Questions didn't go unanswered on Tech forums in the before time.

    I miss the last good days. When the world could still have gone either way. There was still hope. 'We' could have gotten better. We as individuals did. But the ones who had kids did a terrible job and now there is no hope.
    Except one: The subtle sustainable perfection of the plan offered up by the Georgia Guidestones.
    Meaning like with an overgrown forest, a Massive Purge of Humanity is the only thing that can SAVE HUMANITY (oh, and, incidentally, save the planet and it 10 million other species...)

    No one over 60 is needed. No one under 35 is needed (or desired by the REAL elites...) THAT LEAVES just about 100 million (in America).

    DON'T GET MAD AT ME IT'S NOT MY PLAN, SET IN STONE,..

    C'mon 2022!
     
  5. fffMalzbier

    fffMalzbier

    Joined:
    Jun 14, 2011
    Posts:
    3,276
    I do not really get your problem... The original question was very short and not really complete so not really inviting for someone else to take some time to try to figure what the original problem was.
    If the the this question was posted on the unity answer site , it would probably have been discarded for not having enough detail.
    I think Zyl did give a nice explanation of the problem and how to solve it.
    I do not thinks tech forums are dead , just that the quality of post are getting lower because of the mass of uninformed posters.
    Might be a good idea to transfer the Diskussion about this problematic to the General Discusion forum
    https://forum.unity.com/forums/general-discussion.14/
     
  6. JoeSchroom

    JoeSchroom

    Joined:
    Mar 17, 2018
    Posts:
    2
    then why aren't you trying to solve this problem?
     
    Sapien_ likes this.
  7. Mad_Joker_Games

    Mad_Joker_Games

    Joined:
    Sep 2, 2017
    Posts:
    1
    I found switching from enlighten to progressive lighting fixed this problem, at least for me. To do this go into the lighting tab (if you don't have one go window > lighting). Look down the lighting options until you find the light mapping settings, in which should be lightmapper. If enlighten is selected switch it to progressive. I hope this helps!
     
  8. Haze-Games

    Haze-Games

    Joined:
    Mar 1, 2015
    Posts:
    192
    Hello everyone,

    I know this is very old, but still I'm having this issue today. On my side, switching to Progressive "kind of" fixed it, because it was able to bake, but there were many undesired artifacts (undesired black shadows where there shouldn't be).

    However, after experimenting, I finally find what was causing the problem:
    - If you have any object using a TWO-SIDED shader, this error might happen (maybe no UV information for the shader-generated "second side"?)

    Simply switch to a standard non-two-sided shader for all materials in your scene before baking, then switch again to two-sided after the bake.

    This might help someone else having this problem, not sure it will be the cause of all cases, of course ;)

    Cheers,
    Charles
     
    Scyra likes this.
  9. Scyra

    Scyra

    Joined:
    Nov 21, 2017
    Posts:
    19
    Looks like there's hope after all!
     
  10. FiveFingerStudios

    FiveFingerStudios

    Joined:
    Apr 22, 2016
    Posts:
    510
    I know this is an old issue, I just found the cause for my meshes.

    I needed to check "Optimize Realtime UVs" on the Mesh Renderer. That fixed it for me. Hopefully that fixes it for some others.
     
    13irth likes this.
  11. altergaze

    altergaze

    Joined:
    Mar 21, 2015
    Posts:
    4
    "I bet if I came back here in 2021, there WILL STILL BE NO ANSWER!"
    Asking this in 2023 :))
    So is there a fix for it? Optimize Mesh doesn't seem to work
    upload_2023-3-1_20-20-42.png
     
  12. Levanas

    Levanas

    Joined:
    Dec 6, 2019
    Posts:
    3
    Same problem here...