Search Issue Tracker
By Design
Votes
1
Found in
2018.1.0b10
2018.1.0b13
Issue ID
1021816
Regression
No
Faulty overlapping lightmap UV warnings with non-overlapping UV2 channel UVs
Issue:
Unity posts warning messages to the console about UV Overlap even though my models do not have overlaps in their UVs.
Resolution:
This is most likely the intended behaviour of Unity. The "overlap" that Unity is referring to is not "chart overlap in UV space". Instead, it is the "chart bilinear neighbourhood overlap in lightmap space". In other words, Unity detects an overlap whenever texels in two lightmap charts are sufficiently close to each other to affect each other's bilinear sample values. In such cases colors from one chart may "bleed" into another.
Because this distinction is so subtle, we wrote a docs page about this:
https://docs.unity3d.com/Documentation/Manual/ProgressiveLightmapper-UVOverlap.html
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
Add comment