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Ayfel avatar Ayfel commented on August 13, 2024

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

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jaspervandenbarg avatar jaspervandenbarg commented on August 13, 2024

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.

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Ayfel avatar Ayfel commented on August 13, 2024

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

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jaspervandenbarg avatar jaspervandenbarg commented on August 13, 2024

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.

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adavies25 avatar adavies25 commented on August 13, 2024

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.

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