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Question by dkoontz · Dec 09, 2011 at 10:45 PM · lightmaplightmappingbakebakedlighting

Lightmap uv's are stacked after running Mesh.CombineMeshes

I am using Mesh.CombineMeshes to merge several static pieces of building geometry into a single mesh. When I do this, and then generate lightmaps, all of the instances of a particular piece that were merged together have the same indexes into the lightmap.

This image shows the 2 objects lightmapped, everything works great

This image shows the 2 objects after being run through Mesh.CombineMeshes, the top box is using the lightmap data that is correct for the bottom box

I'm not sure why the lightmap system is thinking that both parts of the mesh should be using the same uv's or to get it to generate some unique texture space for all parts of the mesh.

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Answer by bula · Dec 09, 2011 at 10:46 PM

Ever thought of the directional light that is directing the light the same way?

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avatar image dkoontz · Dec 11, 2011 at 05:56 AM 0
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I don't understand what you're getting at. I don't see how a directional light could cause shadows to appear on the upper cube.

avatar image Bovine · May 05, 2012 at 09:19 PM 0
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I have the same problem - did you manage to resolve it?

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