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Question by GeorgeADoyle · Sep 02, 2013 at 01:57 AM · errorlightmappingbeast lightmapping

Why is lightmapping suddenly taking days

I am using Unity Pro 4.1. I had been working on a fairly large environment, and had been using the Beast Lightmapping already. With the given resolution and other values, the scene had been taking about a half hour to calculate all of the lightmaps. I needed to make alterations to one of the models ( a large elevated walkway), and replaced the model that was there with a new one. This model and all others had already been set to calculate lightmap uvs.

For some reason, after I put in the new model and attempted to make the lightmaps again, it went so slow, that after several hours I assumed something had frozen, because the progress bar (green bar visible from the unity icon in the task bar)had not moven at all. I have been letting it run now, for over 8 hours, and it has been slowly progressing (estimating by the progress bar it has gone a little over 5 percent. The progress bar in the lower right hand corner of the Unity window says it has progressed to the GI Calculation stage (pass 1 of 5). Its not dead, but it is taking so long, that it is completely unrealistically usable.

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avatar image Stardog · Sep 03, 2013 at 05:41 PM 0
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I have the same issue right now. GI Calculation is suddenly taking a long time.

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Answer by GeorgeADoyle · Sep 03, 2013 at 06:14 PM

I found the problem in my own project. It turned out that when I had added the platform into the lighmapping, I also marked a unity pro water plane as static as well. Once I unchecked the water plane, the lightmapping sped up immediately. I'm not sure what the issue with the water plane was, although a related error said that the uv coorinates used by it were not between 0 and 1. If you have another model with a UV issue, this may be related as well. I hope this is helpful for you as well stardog.

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avatar image rimau · Sep 29, 2013 at 10:22 AM 0
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we are having kind of the same issue with ligtmapping time, but no errors or anything, can you post some more info where to look for these UV potential problem info? if there are no errors or warnings issued by Unity is it possible that some object does have a UV issue anyway?

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