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Question by jmcadam2 · Sep 13, 2018 at 03:39 AM · lightinglightmappinguv2

I feel stuck! What happened to my real-time GI preserve UVs option?

I'm using Unity 2018.2.2f1.
Windows 10
GeForce GTX 1080
Intel proccessor
64 gigs of ram

I'm getting artifacts in my real-time GI precompute. Optimize Realtime UVs for the model is checked. Auto unwrap using max distance and max angle are not giving me good results. I've created custom lightmap UVs in a second UV channel in Blender and exported my model as a .dae file to Unity. Real-time GI precompute does not seem to recognize the second UV channel with custom UV shells for lightmapping. Baked GI does but not real-time GI.

In Unity 5 there used to be checkbox option on the mesh renderer called preserve UVs. This would disable the auto unwrap algorithm in Unity and default to custom lightmap UVs in the second UV channel of the scene object.

This option is no longer available on the mesh render in 2018. Does anyone know where I can find this option. I have looked everywhere!

Thanks so much for your help.

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Answer by Cascho01 · Oct 17, 2018 at 08:45 AM

I have the same problem but don´t see that "Optimize UVs option" in any Unityversion. Could you exactly explain where or post a sreenshot?

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Answer by jmcadam2 · Sep 21, 2018 at 05:01 PM

Okay, so for realtime-light precomputing. As it turns out the Optimize UVs option found in the mesh render replaces the preserve UVs options from earlier versions of Unity. It starts checked by default, generating custom lightmap UVs, if you uncheck it, Unity will default back to your original diffuse uvs for lightmapping, although Unity will still custom pack your shells. Some helpful developers at Unity help me figure this out. Thanks, guys :)

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