Search Issue Tracker
Not Reproducible
Votes
0
Found in
2019.2
2019.3
2019.3.0b7
2020.1
Issue ID
1197867
Regression
No
Baked Lightmap contains colors that are not created by any Light when switching to Android Platform using Low Lightmap Encoding
Steps to reproduce:
1. Open the attached project "Case_1197867"
2. Open "SampleScene"
3. Notice the Lightmap on "Cube" GameObject
Expected results: Lightmap is baked without Artifacts and using only the Lights that illuminate the GameObject
Actual results: Lightmap is baked with artifacts and other colors(mostly red) appear on some areas of the Lightmap
Reproducible with: 2019.2.13f1, 2019.3.13f1, 2020.1.0a13
Notes: Lightmap Encoding is not available for the Android Platform in Unity 2018.4. Reproduces with Vulkan and OpenGL. Switching to StandAlone platform does create a Low-quality Lightmap but does not contain unnecessary colors
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
- [Android] The Player freezes when disabling Bluetooth while connected to the headphones
- Addressable bundles are not retrieved from the cache when a WebGL Player is refreshed
- Sprites are incorrectly occluded by Sprite Physics Shape culling when behind in sorting order
- CPU usage is increased when the Editor is idle with the ProBuilder Package installed
- Unstable lighting when additional light sources are added in Shader Graph nodes
Resolution Note:
Low quality lightmap encoding can introduce compression artifacts. Please try switching to higher quality lightmap encoding in the Project Settings. Also, make sure that Compress Lightmaps flag is unchecked in the Lighting Settings window.
Alternatively, you can try overriding lightmap texture encoding in the texture importer window for your platform of choice.