Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
2018.4
2019.4
2019.4.5f1
2020.1
2020.2
Issue ID
1273607
Regression
No
Assigning baked lightmaps to a mesh using a script causes lightmap artifacts
How to reproduce:
1. Open the attached project named "New Unity Project"
2. Open the "TestBake" Scene
3. Click Assets > Bake Prefab Lightmaps
4. Open the "TestBakeApply" Scene
5. Click Assets > Apply Lightmapped Prefabs
6. Observe the object in the Scene
Expected result: The mesh receives the lightmaps and appears the same way as in the previous Scene
Actual result: The applied lightmaps causes the mesh to render in black and white stripes
Reproducible with: 2018.4.26f1, 2019.4.10f1, 2020.1.4f1, 2020.2.0b1
Notes:
1. Graphics APIs tested - D3D11, D3D12, Vulkan and OpenGLCore
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note (2021.2.X):
We have a fix that we will resume work on after the summer holidays