Search Issue Tracker

Fixed in 2019.3.X



Found in







Issue ID




Light probe still affects the main scene after a scene with the light probes are loaded additively and then unloaded

Progressive Lightmapper


How to reproduce:
1. Open attached project ""
2. Open scene "Empty" scene and wait for lighting bake
3. Open scene "SampleScene" scene and wait for lighting bake
4. Enter Play mode
5. Scene Empty will be loaded additively after 2 seconds. (See SwitchSceneAdditive.cs)
6. Within the scene Empty, there is a light probe group. This will affect the main scene. You can see the white sphere in the scene has a slightly yellowish tint after the transition.
7. After 10 seconds (See SwitchBack.cs), the Empty scene is being unloaded.
8. You can see the light probe group GO being removed from the scene but the yellowish tint on the white sphere still remains. If you move the sphere in the scene view, you can still see the light probes.

Expected result: after Empty scene is removed the light probes effect is removed as well
Actual result: after Empty scene is removed the light probes effect remains

Reproducible with: 2017.4.28f1, 2018.4.1f1, 2019.1.5f1, 2019.2.0b5, 2019.3.0a5

  1. Resolution Note (fix version 2019.3):

    This issue has been fixed starting from Unity 2019.3 with introducing the light probe merging feature for additively loaded scenes: If you still can reproduce it after applying this feature, feel free to reopen the case.

Comments (4)

  1. TheVirtualMunk

    Aug 25, 2020 14:16

    Correcting myself - The correct answer would be to read this;

    and call LightProbes.TetrahedralizeAsync(); after loading a scene async.

  2. TheVirtualMunk

    Aug 25, 2020 13:43

    +1 Still not resolved - 2019.4.8f1

  3. Adam_Streck

    Aug 24, 2020 09:35

    Not resolved: I have reproduced this error in 2019.4.5f1.

  4. aciertzSen

    Oct 02, 2019 01:33

    This thread seems to be related to the issue:
    I was able to "resolve" this issue by calling LightmapSettings.lightProbes = null;
    (not sure of the consequences of the call, but at least it seems to remove light probe data)

    Though this is only sufficent if you have a "Blank" scene. Ie. start with the Blank Scene loaded.
    SceneManager.Load("Level01, Additively);
    SceneManager.Unload("Level01); //Scene Blank becomes the active scene, with all the baked probes from Level01
    LightmapSettings.lightProbes = null; //Clears all the lightprobe data

    SceneManager.Load("Level02, Additively); //Scene Level02 now contains the only lightprobes that were baked for level02

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.