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V 4.5.0f6 Android Lightmapping is displaying Bright white without any lights in the scene.
I'm using Unity Android pro. No post processing effects are on.
Basically my scene light maps fine when building for windows pc, but displays bright white when switching over to Android.
The light map itself looks fine in the inspector, but is displayed extremely bright and over saturated within the scene/game.
Lightmapping Settings:
Mode: Single Lightmaps
Quality: Low
Bounces: 0
Ambient Occlusion: 0.3
Max Distance: 0.1
Contrast: 0.5
LOD Surface Dis: 1
Lock Atlas: false
Resolution: 50
Padding: 0
Answer by alienweb · Aug 14, 2014 at 01:50 PM
Hi,
Go to build setting > PC and go Player setting and disable use Directx 11. It works for me.
Thank you - this solved it for me, too.
I'd never have thought to try that, didn't realise that the PC/$$anonymous$$ac/Linux player settings would affect the editor...
$$anonymous$$inda stupid behavior of an editor. I'm confused too. Shame on devs.
But disabling DX11 really works. Who knew...
Wow this actually works! Who would ever think to toggle PC/Standalone settings while developing for Android platform would work. Thanks alot for this pro tip
Thanks a lot! There is no way to figure that out without your post. Works on Unity 4.5.5f1 too.
Answer by k3pp · Dec 03, 2014 at 10:31 AM
Thanks! that worked for me (build setting > PC and go Player setting and disable use Directx 11.)
the problem is with dx11... switching between PCs gives me different exposures on lightmapping... on my old netbook it looks the same as the android builds, but on my new notebook every lightmapped surface looks overexposed...
seems like a bug... unity devs should work on this...
Answer by screenracer · Dec 02, 2014 at 07:37 AM
Same issue here. I just went from version 4.3 to 4.6. When I loaded everything from before everything looked way over bright when creating light maps. I adjusted the values down so get them to look right, but when I compiled a test to mobile, it was very dark.
So if you are having a similar issue, the above fix worked great!
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