- Home /
Windows build much brighter than running in editor.
There is great difference between in-editor lighting and built game lighting and I just cant put finger on the problem. Even after I disabled all the lights I could find, it is still shinning like crazy.
Editor version:
Built version:
EDIT: Added settings
Thanks,
What are your player settings like? Are you using HDR? Are you in Linear or Gamma? Deferred or Forward? Are you using the Standard shader?
I added the info to the question.
I am using linear deferred. Yes I am using HDR. All assets are using standard shader.
Was this issue ever resolved? I have this exact same issue and have no clue what is going on with it.
(Can't post as a comment apparently... not enough permissions?)
I did not manage to fix this, sorry. I still have no idea what is causing this problem.
Not sure if this is what is causing the issue for you, but I did manage to resolve this myself. In my project I had one menu scene and then it loaded the scene with a procedural dungeon which looked great in the editor but washed out and bright in the standalone. Whenever I ran it from the menu > dungeon it looked fine in editor, but when I just ran the scene alone it also looked bright in the editor. I made a new scene and made it exactly like the old scene (as far as I could tell) and it looked correct in both the editor and the standalone. Not sure if that is something that is feasible for you to do (for me it was easy because the dungeon was procedurally generated), but maybe that would solve your problem as it did $$anonymous$$e.
I have a similar isue. If I play just one scene in editor the lighting s bright, asi is in build(bright is ok with me). But when playing in editor, if I enter this scene from another scene via scripted in game buttons(Scene$$anonymous$$anager.LoadScene(scene.name)), the scene is all dark. Some objects are hardly visible. Have you found the solution to this?? Please let us know.
Answer by Meltdown · Dec 09, 2015 at 01:31 AM
There is a chance your editor Quality Settings and the platform Quality Settings are different, make sure they are the same, and set the defaults as appropriate to rule this out.
If that doesn't help, close the Editor and delete your Library and Obj folders and re-open the project in case something has gotten corrupt.
If that doesn't help, If you use Lightmapping, clear the GI cache in the Preferences window, and rebuild your lighting.
If all that fails, try the latest version of Unity, and if that doesn't work, file a bug report with a small repro project.
Answer by fek · Oct 09, 2016 at 05:28 PM
I recently ran into a similar issue, and while I cannot guarantee my problem is the same is yours, I figured I'd throw it out there for you and other users who are googling this issue.
I have a couple of directional lights in my game that I'm using to fake a backlighting / GI effect on a few character models. I was using layer masks to ensure that the directional lights were only lighting the desired models, and not the rest of the world.
This worked as intended in editor builds / testing, but when I published the game to a standalone EXE, the entire world was much brighter. After some playing around, I discovered that the directional lights were ignoring their layer masks and illuminating the rest of the world. I'm not sure why this was only happening in the standalone build, but I assume it's just some quirk in the compiler or something.
![alt text][1] [1]: /storage/temp/79785-lightingdifference.jpg
Answer by Acreates · Aug 19, 2017 at 05:39 AM
I'm going through this right now. What I'm going to try next, is put my lighting data under the Resource folder. I'm not using asset bundles, so I when I build, I'm not sure the Lighting Data is being loaded into the game.
Answer by fashrista · May 11, 2018 at 11:34 AM
Have found the solution:
Prob. desc.: Have a scene with directional light and hundreds of instantiated prefab/gameObjects. If I play the scene in editor, it is all nice and bright, but when (whileplaying the game in editor) I enter the scene from another scene by pressing programed buttons(SceneManager.LoadScene(problematicScene) the problematic scene is all dark. In build al is ok. The scene is bright as it should be.
Solution: in editor, beiing in your scene, goto Window/lighting/settings: uncheck auto generate , and press Generate lighting, save changes and try it out...
Remark: this answer suggests that the dark lghting in your scenes was not correctly displayed lighting, and that the bright one is the one that you made , but it was not shown correctly in the editor.