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Question by kraemology · Aug 03, 2011 at 09:39 PM · ioswebplayerlightmapping

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.

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avatar image TheDarkVoid · Aug 03, 2011 at 09:42 PM 0
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is this a question

avatar image Graham-Dunnett ♦♦ · Aug 03, 2011 at 09:58 PM 0
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Do these devices have different gamma?

avatar image kraemology · Aug 03, 2011 at 10:09 PM 0
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@ 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. :-(

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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.

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avatar image kraemology · Aug 03, 2011 at 11:42 PM 0
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Thanks for the info Jessy. This definitely puts me on a better path.

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