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Additive async loading breaks my lightmapping on mobile devices
Hi falks !
I ran into problems with loading scene additively and asynchronously. Let me explain my structure :
I've got a main scene, who's the menu and the transition scene at some point. This scene is always loaded and never unloaded. While the application is running, i need to load additively and asynchronously scenes with 3D content inside, so i use SceneManager.LoadSceneAsync("name", LoadSceneMode.Additive)
in a coroutine, just to track when the scene is loading, and when it's finished.
All gameObjects are "deactivated" until I need them. For this, I simply store all my objects in a root object, and deactivate him with GameObject.SetActive(false)
. When i want to switch, I deactivate the main scene with the same method and activate the 3D scene.
In this 3D scenes, i've got lightmaps. They are calculated for each scene and stored under my project folder "Scenes". Each scene has his own folder (so everything works fine at this point). When I run my project in the editor, all the lightmaps are here, no problem. But when i switch to mobile platform, all the lightmaps are gone, the lighting seems to turn Real Time instead of Baked and i've got no shadow and no AO.
I suspect that the LightMappingData is not set properly but I can't figure how to track this issue...
Do you guys have some answers or intel about that ? Cheers !
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