Search Issue Tracker
Duplicate
Votes
2
Found in
5.5.0f3
Issue ID
859078
Regression
Yes
Global Illumination doesn't work in Build if scene is loaded as an AssetBundle
If a scene is built as an AssetBundle and is Loaded in another scene, Global Illumination will work in Play mode, but not in Build.
Note: Global Illumination will work in Build if it is not Loaded.
Reproduction Steps:
1. Import attached project.
2. Open "GI Scene" scene.
3. In "Window" -> "Lighting" press "Build".
4. Press "Bug!" -> "Build Bundles" in menu.
5. Open "Loader" scene.
6. Enter Play mode.
7. Observe Global Illumination in Scene.
8. Build and Run the "Loader" Scene.
9. Observe lack of Global Illumination.
Expected result: Global Illumination in Build is identical to Play mode.
Actual result: Global Illumination doesn't work in Build.
Reproduced with: 5.6.0b1, 5.5.0p1, 5.5.0f3
Does not reproduce with: 5.4.3f1, 5.4.3p
Regression introduced in: 5.5.0f3
Comments (1)
-
Kuddy
Dec 28, 2016 17:22
Where is this Issue duplicated? Did anyone find the main issue link?
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
- 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
This is a duplicate of issue #858292