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Fixed in 2018.2.X

Votes

2

Found in

Issue ID

1060072

Regression

Yes

Lightmapping.Tetrahedralize does not work

Progressive Lightmapper

-

Steps to reproduce:

1. Create a blank project
2. Navigate to the Asset Store and download AutoProbe asset - https://assetstore.unity.com/packages/tools/utilities/autoprobe-105295
3. Once the package has been imported, open one of the included sample scenes
5. Click on the AutoProbe GameObject in the hierarchy panel
6. Press Generate Probes
7. Once probes are generated, press Optimize Probes
8. Observe a crash

Notes:

- More info in this forum thread - https://forum.unity.com/threads/hard-crash-while-light-baking-tetrahedralize-probes-step.410243/
- As soon as the code reaches Lightmapping.Tetrahedralize(probePositions, out tetraIndices, out positions); it crashes 100% of the time
- Issue not present in Unity 2018.1.
- See https://unity.slack.com/archives/C06TQ5M4J/p1531473465000342 for details. We're not using this API ourselves any longer and probably during the bindings upgrade things got a bit broken. We need to cover it with tests on the C# side.

Update: Fixed in 2018.2.9f1, 2018.3.0a11

Comments (5)

  1. NeatWolf

    Oct 09, 2018 12:26

    I've been said it should be fixed in

    2018.2.11f1

    the notification email also said something that's been removed from the original post.
    I'm posting it here just in case:

    Source: https://forum.unity.com/threads/hard-crash-while-light-baking-tetrahedralize-probes-step.410243/#post-3762637
    "
    It works, even in 2018.2

    To make it work, just call it from inside a coroutine, like this:

    IEnumerator Tetrah(){
    Vector3[] outVerts;
    int[] vertIndices_ofTetras;

    _verts = new List<Vector3>(){ Vector3.forward, Vector3.back, Vector3.up, Vector3.right };

    UnityEditor.Lightmapping.Tetrahedralize(_verts.ToArray(), out vertIndices_ofTetras, out outVerts);
    yield return null;
    }

    "

  2. IgorAherne

    Oct 08, 2018 13:47

    It works even in 2018.2
    To avoid a crash, you need to call it from inside a coroutine.
    Have a look here https://forum.unity.com/threads/hard-crash-while-light-baking-tetrahedralize-probes-step.410243/#post-3762637

  3. jhughes2112

    Aug 18, 2018 01:37

    This is verified NOT FIXED in 2018.2.4f1

  4. NeatWolf

    Jul 24, 2018 20:43

    May I ask if you're using some equivalent API instead of Tetrahedralize?
    Is Lightmapping.Tetrahedralize still going to be the most efficient implementation of the function it provides, in next Unity Releases, or is it going to be marked as deprecated?

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