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Question by andyasj · Mar 07, 2017 at 04:21 PM · lightmaplightmapping

Precomputed Realtime GI won't turn off

Unity 5.5.2p1

I am baking a scene for mobile with Precomputed Realtime GI off, Baked GI on. It is taking about 24 hrs to bake (Baking resolution 4) which seems excessive.

Also despite Precomputed Realtime GI being OFF the status ber shows the baking progressing through the stages for this (... Clustering, Visibility, Light Transport etc ...).

Is this correct behaviour or have I missed a setting somewhere?

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avatar image _dns_ · Mar 07, 2017 at 05:36 PM 0
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Hi, it sounds like the correct behavior. For real-time GI, Unity needs to precompute lighting information that will be used in real time. For precomputed only GI (=lightmaps), Unity needs to compute the same lighting information + create the lightmaps from it. If your scene is large with lots of geometry/polygons and many lights, it can take a long time. $$anonymous$$ake sure the GI cache has plenty of available space (in unity/preferences) so it's faster the next time it's baking if objects did not move. Check the forums about how to reduce baking time (less lights or with smaller influences, choose the right lightmap size etc...). Using a CPU with a lot of cores also helps :)

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