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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment