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Enlighten Lightmap UV different(offset) between each artist(PC)
We are currently updating our project from Unity 4 to Unity 5. We are re-baking our Lightmap with Enlighten and are having a problem with Lightmap UV difference between different machines(PCs).
This is what we did;
1.Generate Lightmap UVs ON
2.Bake Lightmap with "Preserve UV" ON
3.Commit Lightmaps and Scene(and the related FBXs..etc) to our source control(p4)
4.Other team member load the same Scene and Lightmaps/FBXs from our source control(p4)
Then, the Lightmaps looks broken on some team members' machine. (it looks like Lightmap UV coords were offset)
Weird thing is though..for some machine loads OK. but others load broken lightmaps.
We hadn't experienced this issue on Unity4(there were UV difference between Mac/PC around Unity3, so had made UV manually at that time, but we have been using auto generate UV on Unity4)
Does somebody experience the same thing? Is this just a user error? Hoping someone can help with this...
Thank you.
The lack of comments and attempts to answers is really disturbing. I am now seeing this same thing using Git with my project/$$anonymous$$m. We have replicated the same exact error going from one machine to another and vice-versa.... It seems that the offsets on the lightmaps are just slightly off, just enough to really screw up most of the scene. I am seeing this in Unity 5.3.0f1. I was about to start a whole new thread about this issue, but found this post from $$anonymous$$ay... it is now December. Is noone seriously seeing the same problem? I would think a LOT of $$anonymous$$ms are working on Unity projects over source control.
@$$anonymous$$eikff, did you ever find a solution to, or cause for this error?
I haven't used any of that stuff (lightmap baking etc.) so I can't give you any advice. Its an area I have no expertise in. Sorry. I think the reason for no replies/answers is its from $$anonymous$$ay, and things get buried on Answers very quickly, but the other reason is not many people are experienced enough to know how to fix this (myself included).
Confirmation that this is an issue, and not just user error, would help a little bit at least. And if it indeed is user error (ie, some checkbox that is ticked on one machine but not on another) helping find that would be GREATLY appreciated, as this has been driving me nuts for the last 2 days.
Answer by kei_kff · Dec 22, 2015 at 09:03 AM
Hi @KDurzy
This problem is still happening for us. We've been upgrading Unity since May.. 5.0.x --> 5.1.x --> and right now we have 5.2.3f1. At this point, we are experiencing Lightmap UV difference(Offset) on some mesh, and more toward uv difference between Mac vs PC. Weird thing is...some Mac are having same light map result(uv) with PC. We didn't really have much time to investigate but did read couple threads and found this.
http://issuetracker.unity3d.com/issues/unwrapper-gives-different-results-between-platforms
It says it's fixed but, It seems like lot of people are still experiencing lightmap UV difference(Mac vs PC) on some version.
I believe this is not just user error....
Answer by KDurzy · Jun 02, 2016 at 04:58 PM
hi @kei_kff We resolved our issue by making sure that going into ones _dir lightmap and changing it to Advanced, then making sure Bypass sRGB is ticked on. It was being changed to off for us once it passed through version control or to another machine and what looked like garbled UVs was just the compression on that _dir lightmap because of the one checkbox. What I did to find this is start checking all the boxes on my lightmaps, trying to break them into the state we saw when experiencing issues after baking.
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