Search Issue Tracker
Not Reproducible
Votes
0
Found in
2020.1
Issue ID
1180610
Regression
No
LightingData is used to fetch the scene guid
So we basically store the scene guid of the scene the atlassingData was baked for, but then we don't store the scene guid in the actual hash. This means that if you bake 2 scenes that look the same, the second scene will try to use the first ones atlassing data since it would be the same, but then fails when it is trying to write the Lighting Data Asset since the scene GUIDs are different. A fix for now is to include the scene guid in the atlassing hash so that the scenes can't share this, but it would be good to not fetch the scene guid from the atlassing data.
This bug appears currently when trying to bake 2 exact scenes after each other and the second one will always fail on the Write Lighting Data Asset step.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Add comment