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Fixed in 5.2.0



Found in


Issue ID




[BakedGI] Overlapping UV islands causing black blotches, streched UVs, wrong resolution.

Global Illumination


1) Load attached project
2) In the Scene window, set render mode to "Global Illuminaton -> Baked"
2) Select the WALL object, disable/enable its Static status. Wait for Bake.
3) In the Lighting window, observe the Baked Intensity and Baked Direction UVs positions in the Preview pane. When the Lightmap Static status is enabled on the WALL, select the WALL, then select the TV. You will notice that the UVs overlap for each model.

Comments (2)

  1. Ec6c270faa296dc49359f6a99dafd1ae?d=mm


    Nov 19, 2016 02:29

    black blotch still happening within Baked GI in unity 5.4.1

  2. 82c5b059ff11aeb57292cda966dfb776?d=mm


    Jun 19, 2015 14:33

    UVs not filling the entire 0-1 space, either smaller or bigger (as in this case), would cause the packing to go haywire. It would manifest itself in UV islands overlapping (causing black blotches), in resolution being calculated incorrectly (hence the object would get too low or too high amount of texels) and the UVs being stretched. It is now fixed in 5.2 and the fix will be backported to 5.1.

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