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Question by pixoloco · Oct 02, 2011 at 11:20 PM · instantiatelightmapsdrawmesh

how to keep unity lightmaps when using Graphics.DrawMesh ?

Hi, I need to duplicate lots of objects at runtime (some kind of 3d tiles). I first tried with gameobjects but bad idea. So i come up with the Graphis.DrawMesh solution. I have an array of gameobjects in which i plug my base objects and when i have to instantiate, i take the mesh , material and rotation from the gameobject and i use drawmesh in the update loop. It's way faster but i have one big problem : the lightmaps i computed for my objects in unity are not visible anymore. (It was when i was instantiating gameobjects ) So is there a way to keep the lightmap when you drawmesh from a gameobject ? I'd rather keep the atlas uvs created in unity if possible.

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avatar image JamieFristrom · Nov 05, 2012 at 04:30 PM 0
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I can't vote this up but I'd like to know too.

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Answer by mihailogazda · Jul 22, 2016 at 11:07 AM

+1 please, if possible at all :)

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