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Lightmap uv's are stacked after running Mesh.CombineMeshes
I am using Mesh.CombineMeshes to merge several static pieces of building geometry into a single mesh. When I do this, and then generate lightmaps, all of the instances of a particular piece that were merged together have the same indexes into the lightmap.
I'm not sure why the lightmap system is thinking that both parts of the mesh should be using the same uv's or to get it to generate some unique texture space for all parts of the mesh.
Answer by bula · Dec 09, 2011 at 10:46 PM
Ever thought of the directional light that is directing the light the same way?
I don't understand what you're getting at. I don't see how a directional light could cause shadows to appear on the upper cube.
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