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How to avoid lighting seams with connecting geometry?
I'm working on creating a tileable set of hallways with Maya, and on import to Unity I find that the seams are very apparent when snapping pieces together. How can I force the lighting to work with two different pieces of geometry?
An example of what I'm talking about; the line is where the two pieces meet:
Answer by Loius · Nov 18, 2010 at 06:24 AM
Use a mesh-combiner utility to merge the tiles into a single mesh at runtime. When your merges start getting too big (vertices > 65000), use props to hide the problem (crates, doorframes, etc.), and start a new section of merging.
I think the default mesh-combiner in Unity is called CombineChildren and is in Standard Assets, but there is at least one more available in the forums.
Right on. Is there some restriction with Unity basic that only allows a limited number of lights on a single mesh? I've noticed that I only get 4 lights to show up in my hall.
That's right. I'm not sure what the number is, but it's for performance reasons. You should be able to bake on as many lights as you like, though.
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