Search Issue Tracker
By Design
Votes
0
Found in
2017.2.0b6
Issue ID
941261
Regression
Yes
[GI] Setting Scale in lightmap to 0 culls an object from lighting calculation and does not generate realtime lightmap in 2017
Setting Scale in lightmap to 0 on an object removes it from the lighting calculation in 2017, and does not produce a realtime lightmap.
In 5.6 the object is still affecting the scene and still produces a realtime lightmap when scale in lightmap is set to 0
Expected: Emissive object still affects the scene and realtime lightmap is produced for the object.
2. How we can reproduce it using the example you attached
1. Open the project 'Scale in lightmap' in 2017.x
2. Open the scene 'Scale in lightmap'
3. Let the autobake complete
4. Observe the scene is unlit and not affected by the emissive object
5. Open the same scene in 5.6
6. Observe the emissive object is lighting up the scene
Occurs in : 2017.x
Does not occur in 5.6.2f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
- Longer Shader Graph Property Reference names breaks VFX Graph Output Particle Node
Add comment