Search Issue Tracker
In Progress
Fix In Review for 6000.0.X
Fixed in 6000.1.0a7
Votes
1
Found in
6000.0.0b16
6000.1.0a3
7000.0.0a1
Issue ID
UUM-78573
Regression
No
"Bake Probe Volumes" button does not store that lights are baked
*+Description+*
A light has the property LightBakingOutput.isBaked that determines whether it has been baked or not (which is not the same as its Mode). This property is set based on what is stored in the current Lighting Data Asset — it is never written to the scene file. For example, if the Lighting Data Assets says that light X have been baked, then light X will be marked as having been baked. When using “Bake Probe Volumes” (the drop down at the bottom of Lighting -> Adative Probe Volumes) this property is correctly set in memory but no Lighting Data Asset is generated. Thus, when you restart the editor after such a bake, there is no Lighting Data Asset to properly configure the baked lights. Hence lights are treated as if they are realtime because their IsBaked property is never set to true.
Not only is this confusing to the user, it also differentiates from how lightmaps (or the "Generate Lighting" button) work.
*+Reproduction steps+*
1) Create an empty scene with an APV volume.
2) Add a light which is set to Baked. Note that the light still behaves as if realtime. You can test this by enabling shadows for the light and move it (shadows are updated in realtime).
3) Bake using “Bake Probe Volumes” (the drop down at the bottom of Lighting -> Adative Probe Volumes). Note that now the light no longer behaves as realtime (the shadow is not updated in realtime).
4) Restart editor.
*+Expected behaviour+*
We'd expect that the light is still marked as having been baked; i.e. shadows don't update in realtime.
*+Actual behavior+*
The light behaves as if realtime: shadows update in realtime.
(This happens because there is no Lighting Data Asset to properly configure the light).
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Add comment