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Question by marcojacovone · Dec 22, 2015 at 08:55 AM · editor-scriptinglightmappingbaking5.3processing

Starting with Unity 5.3 AssetDatabase.GetAssetPath returns empty string on LightmapSettings.lighmaps[x].lightmapFar

I wrote a Lightmapping plugin (LightmapMagic) for store and switch lightmaps at runtime. The plugin manages a sequence of bake processes via Lightmapping.BakeAsync().

When the bake process is finished (Lightmapping.completed notify), the plugin duplicates lightmap data and starts to bake the next light configuration.

There is a problem starting with version 5.3 of Unity getting the lightmap asset path because AssetDatabase.GetAssePath(LightmapSettings.lightmaps[i].lightmapFar) returns an empty string.

I don't know how to resolve the problem.

Thanks.

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avatar image marcojacovone · Dec 18, 2015 at 11:55 PM 0
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Tried Unity 5.3.1 also, nothing to do. For now patched with:

 #if UNITY_5_3
             string curScene = UnityEditor.Scene$$anonymous$$anagement.EditorScene$$anonymous$$anager.GetActiveScene ().path; 
             string[] parts = curScene.Split ('/', '\\'); 
             string sceneName = parts [parts.Length - 1].Split ('.') [0]; 
             string lightmapPath = Path.GetDirectoryName (curScene) + "/" + sceneName + "/";
             assetPath = lightmapPath + "Lightmap-" + j + "_comp_light.exr";
 #else
             assetPath = AssetDatabase.GetAssetPath (LightmapSettings.lightmaps [j].lightmapFar);
 #endif
avatar image Fattie · Jan 24, 2016 at 07:22 PM 0
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win a bounty http://answers.unity3d.com/questions/1132406/editor-script-to-create-bulk-audiosource-bounty.html

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Answer by paraself · Jan 20, 2016 at 04:43 AM

I tried to get the path of a sprite, neither it works!

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Answer by aresundnes · Dec 22, 2015 at 01:10 PM

It seems like in Unity 5.3 LightmapSettings.lightmaps does not reference the texture on disk - rather the temporary one in memory

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avatar image marcojacovone · Dec 22, 2015 at 01:46 PM 0
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Exactly. It seems to be a 5.3 bug...

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