Unity 2019 Lightmapping Bake Tags
Hi,
I am currently using Unity 2019.1.5f1 and the LWRP.
I've been trying to read about forcing specific groups of objects into different lightmaps (ex: ideally, all buildings in the scene will have 1 lightmap, all trees/environment assets in another...etc.)
Trying to do this so in case we want to re-generate lightmaps, we don't need to re-generate the whole thing (there might be other ways to achieve this, I am still new to lightmaps :P)
On the Unity Manual, it mentions using "bake tag" to force Unity combine certain objects into 1 map: "Similar to the System Tag property above, this number lets you group specific sets of objects together in separate baked lightmaps. As with the System Tag, the exact numeric value is not significant."
So I've tried to create 2 separate lightmap parameter and each of them have different "bake tag" (one is set to 1, one is set to 2 - not sure why the default is -1 and what that means)
And when I hit bake, my Unity just crashes...not sure where I did wrong. And if there are better solutions to achieve this, please do share! Thank you so much!
Chiaoling
The only comment I can do is, this approach works as you can see in image attached, I have a lot of lightmap parameters all with different baked tag. I assign different light map parameter to different objects and when I hit bake, all objects with similar lightmap parameters go in same lightmap. Except that, I can't tell why your unity crashes. The thing I faced recently regarding crashing on light baking was due to very high verts count and improper UV mapping (but those meshes were generated through unity code in unity and was not properly modeled outside unity.
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