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Lightmapping differences between Webplayer & IOS
For some reason the lighting information is drastically different on the Webplayer than on IOS. Does anyone know why this is happening and/or how to fix it? I'm using single lightmaps for every asset in the image.
@ Graham: Potentially, but I'm viewing these results in the Unity Ap itself; not on any device. When I do build to the device, the results are the same as what you see in the image; hence, my initial question.
$$anonymous$$aybe there is there a gamma setting per platform in Unity?!?!?! If so, I don't believe I've ever seen it
Edit: Spent some time navigating Unity's "player" and "quality" settings and couldn't find any sort of gamma correction or setting for individual platforms. :-(
Answer by Jessy · Aug 03, 2011 at 10:30 PM
I don't know why it's done, but the format for lightmap encoding is different across platforms:
http://forum.unity3d.com/threads/55637-Beast-Lightmapping-Math?p=389541&viewfull=1#post389541
http://unity3d.com/support/documentation/Components/SL-PassTags.html
It can't be "fixed", as far as I know.
Thanks for the info Jessy. This definitely puts me on a better path.
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