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Why would a newly imported object set to static not get baked into the lightmaps?
Let me first point out that I set up a secondary UV channel for this object, and I know that Unity recognizes this based on the preview resolution I'm seeing. Is it odd for the object to automatically get assigned a lightmap index of 255 when it's initialy brought in?
I've tried deleting the entire .fbx and .meta files out of the project to see if there was some connection that wasn't breaking when I imported it in and that didn't work either.
Unity will however bake the object if I have it automatically generate the UVs, but this is not ideal since the objects is rather complex and it doesn't do a good job with it.
Can anyone think of anything I can try to solve this problem or point out a step I'm missing?
Answer by classicDeems · Oct 16, 2013 at 02:53 PM
Figured it out. 4 incredibly small polygons were off in no man's land and Unity wasn't able to atlas the UVs properly.
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