Comments (5)
Can you try including the prefab already in the scene, not instantiating? And see if that way the map works, if it does then we can go form there to figure it out. Try also setting the lightmap setting to Non-Directional and see what you get
from prefablightmapping.
Thank you for the fast response.
Having the prefab already loaded in the scene is not really an option for me because the scene instatiates objects depending on which objects you select to load AR during runtime, this selection happens before loading the scene itself. In the current state of the project there are already 20+ objects to choose from and that amount is still growing.
I tried your suggestion non the less and the issue seems to be resolved and the lightmap is being applied correctly.
What I tried was having the lab already loaded and active in the AR scene in the build. But as state above this is not really an option for me.
I have not tested it with the object loaded but inactive and activating when needed. But again that also isn't really an option for me.
Right now I have to go somewhere and don't have any more time for testing and resping. I will be back in a couple of hours.
from prefablightmapping.
Yes this issue was seen by another user before and I believe has to do with URP, what he did (and it was also an AR app) was to have the objects in the scene at very small scale, which might not be viable for your case. But at least we found that behaviour. You could try just having inactive objects in the scene even, just turn them off at awake and not use them, if that makes sense. Having them in the scene should make any instantiated one work as well
from prefablightmapping.
Is it known what causes this behaviour with URP? Maybe we can find a solution then to make it work as intended.
I wanted to try test having the object inactive in the scene and instantiating the object a second time using the system we where already using but the lighting (real life) seems to be to dark now for the AR engine to detect anything and orientate itself.
I wil try again after the weekend and now that I know the behaviour I will try and find what causes it so we will be able to fix this issue hopefully.
from prefablightmapping.
Hi, Were you able to find a solution to this problem? Lightmaps apply fine in the editor but are seeing badly offset/scaled lightmaps on devices with URP and AR Foundation in Unity 2020.3.27f1.
from prefablightmapping.
Related Issues (20)
- Light probes in Interior scenes HOT 1
- Baking lightning on a prefab overwrite other prefabs lightmaps HOT 2
- URP AssetBundle lighting corrupted HOT 5
- "IndexOutOfRangeException: Index was outside the bounds of the array." on MaterialPostprocessor. HOT 5
- As I bake new prefab the old lightmaps gets deleted even they are moved in separate folder
- About Android HOT 2
- Baked lighting is broken upon instantiating from Asset Bundle HOT 25
- Baked light probes
- Baked lighting doesn't work in the build version if Screen Space Shadows is enabled
- Lightmap breaks in the build on a single prefab HOT 1
- lightmaps in the build aren't mapped correctly HOT 2
- Not working on unity 2022.2.13 HOT 4
- I try to bake but it has already taken about 4 and half hours HOT 1
- Transparency in Build HOT 13
- Trying to set shader on a Material Variant HOT 3
- Lightmaps Too Bright on Android Bundle HOT 2
- Incorrect light maps being assigned on instantiation HOT 2
- Prefab only baking/loading one light HOT 1
- How to merge LightingData assets for correct shading working? HOT 10
- Normal maps not showing properly on instantiated prefab HOT 1
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