Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Skelly1983 · Aug 19, 2018 at 08:51 PM · lightmappingstaticstatic batchingdynamic batching

Lightmapping multi mesh model with static and dynamic parts

I have a model of a building which has parts of the walls separated into multiple meshes. This is so i can have parts that are 'destructible', these parts are set to be dynamic so they can be animated to fall off the building. The main mesh is set to static as it will not move.

My problem is that light batching is making the static and dynamic parts obvious even though they share the same material and texture they look different colors.

These are same model with multiple meshrenderers These buildings are all the same gameObjects with parts disabled to show destruction.

Any advice on how to rectify this would be much appreciated.

image-2018-08-19-at-93355-pm.png (518.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Skelly1983 · Aug 19, 2018 at 09:57 PM

After playing about with some lightmapping settings this issue has been resolved.

This was fixed by changing my lightmap resolution from 15 to 22 texels per unit.

alt text This has made the color difference only minor, and increasing the resolution more would no doubt make these exact, but once it has been post-processed it is no longer visible so will leave at this resolution.


image-2018-08-19-at-105523-pm.png (267.5 kB)
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by ignacevau · Aug 19, 2018 at 09:16 PM

When you set an object to static, it automatically also makes it lightmap static, which means that all the lighting calculations are done beforehand and the lights on the object will remain the same. To fix this, you have 2 possibilities:

  1. After clicking on the drop down arrow next to the static checkbox on the dynamic part, check lightmap static (nothing else)

  2. After clicking on the drop down arrow next to the static checkbox on the static part, uncheck lightmap static (keep everything else)

You should try one of these ways to make your objects have the same lighting.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Skelly1983 · Aug 19, 2018 at 09:43 PM 0
Share

Cant be this as the meshes are are all siblings to each other, the parent object is not set to static to avoid the issue you have stated, each sibling object that is to remain static is set too static, each sibling object that is meant to move has static unchecked. They are set as static independently. Thanks for your response though.

avatar image ignacevau · Aug 19, 2018 at 09:55 PM 0
Share

I don't think that you fully understand what I mean. There is a difference between static and lightmap static. Since your issue is with the lighting, you can set the non-static objects, in other words, the objects that will move, to lightmap static and then your dynamic objects will have baked lighting just as your non-moving objects, without being actually static objects.

avatar image Skelly1983 ignacevau · Aug 19, 2018 at 10:07 PM 0
Share

No I do fully understand, but what you are suggesting would not have worked, having the static part set to be not lightmap static and the dynamic part to be lightmap static, would simply have reversed the effect on my models, the static parts would have been darker and the dynamic parts would have been lighter,

avatar image ignacevau Skelly1983 · Aug 19, 2018 at 10:12 PM 0
Share

I guess that you didn't read it correctly? I stated that you should try one of these ways, either make your dynamic parts lightmap static OR make the static parts not lightmap static.

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

89 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Static batching breaks UVs 0 Answers

Why is static batching causing so much lag? 1 Answer

Preserve lightmap on instantiated object 0 Answers

Unity not lightmapping Sketchup object 0 Answers

Why isn't my static batching working? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges