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Fixed in 2023.2.0b16

Fixed in 2023.2.X, 2023.3.X, 7000.0.0a1, future release

Votes

0

Found in

2023.2.0b13

2023.3.0a8

Issue ID

UUM-53434

Regression

Yes

APV data is writing into the LightProbes object

Progressive Lightmapper

-

Observed behavior:
The Editor is running out of memory when baking a large APV volume on what seems to be serializing SH probe data into the LightingData.asset.

Expected behavior:
APV data should not be stored into the LightingData.asset. 

Reported here [https://unity.slack.com/archives/C06TQ5M4J/p1696941755337029]

{{The problem is in PatchProbes, call stack:}}
{{     Unity.dll!LightProbes::SetBakedCoefficients(const dynamic_array<SphericalHarmonicsL2,0> & coefficients) Line 251    C+}}
{{     Unity.dll!`anonymous namespace'::PatchProbes(const dynamic_array<core::basic_string<char,core::StringStorageDefault<char>>,0> probePaths, const ComputedProbeData & probeData, PPtr<LightProbes> & lightProbes) Line 255    C
}}
{{>    Unity.dll!BakePipeline::Driver::Update(GISceneManager & sceneMgr, const BakePipeline::Driver::BakeAnalytics & analytics, bool shouldBeRunning) Line 752    C
}}
{{     Unity.dll!BakePipeline::RuntimeManager::Update(bool & outBakeCompleted) Line 36    C
}}
{{     Unity.dll!BakedGISceneManager::PostUpdate() Line 108    C
}}
{{     Unity.dll!gi::PostUpdate(const dynamic_array<GISceneManagerClient ,0> & activeClients) Line 48    C
}}
{{     Unity.dll!GISceneManager::Update() Line 526    C
}}
{{     [Inline Frame] Unity.dll!UpdateSceneStatic() Line 78    C
}}
{{     Unity.dll!`GISceneManager::GISceneManager'::`2'::tickGIInEditorRegistrator::Forward() Line 160    C
}}
{{     [Inline Frame] Unity.dll!CallbackInfoBase<void ({}{{}}cdecl)(void),void (\{_}_cdecl)(void const )>::Invoke() Line 70    C
+}}

Idea on how to fix this: The probePaths fed into PatchProbes should have paths that map to additional probe requests filtered away so we don't push SH data that comes from AdditionalProbes into the LightProbes object. m_Run->m_AdditionalProbeIdsToRequestIndices can be used to filter.

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