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Unity changing locked atlas index across multiple lightmapped meshes?
I have a room with around 14 objects that are lightmapped into one uv map via blender UV2 channel. I want them all on the same lightmap since this is for mobile and we're trying to reduce draw calls. I assign the objects to an atlas index of 0, but after baking it creates 6 maps instead of 1. Also after baking all the atlas index's are changed to 0-5 when they were set to 0 before the bake started. Any explanations on this? I'm also using a LightmapSize script to change the resolution to 2k and Lightmap Extended. Any help is appreciated.
Answer by clorinth · Nov 28, 2013 at 04:37 AM
Bake selected vs Bake scene seem to be the culprit here. Bake selected will scale my uv2 channel and reset the index. If I do bake scene everything will bake correctly onto one map.