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Fixed in 2017.1.0f3



Found in


Issue ID




Baked lighting data lost after rebake in copied scene

Global Illumination


To reproduce:
1. Open attached project
2. Open scene, bake lightmaps
3. Make a copy of scene
4. Bake lightmaps in the copy
5. Lightmaps in original scene are removed

Inconsistent with navigation system.
This workflow worked fine in 4.6

Comments (3)

  1. 36c65e3934745df83910152c6a077e4a?d=mm


    Aug 19, 2020 13:21

    good one <a href="">lyricsauto</a>

  2. B54925a91aa8333df4352dc52fd7f0af?d=mm


    Jul 15, 2017 00:07

    I have the same issue in Unity 2017.1 and script cant help any more.

  3. 11de1f3e2d64aa70556565c691dfbd05?d=mm


    Sep 22, 2015 15:46

    I'm afraid this very bug bites us quite hard; we have multiple levels situated in the same location, and of course the scenes are copies of each other; and every time a project is built, every single lightmap is recomputed. This costs quite lot of time (5 hours of building instead of a half an hour with Unity4).

    I see there is a note "workaround is possible" - please, can someone describe the workaround? (I sincerely hope the workaround is not "rebuild the second scene from primitives and prefabs", I doubt I would survive telling this to our level designers :-) )

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