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Fixed in Unity 2018.2



Found in

Issue ID




[PLM] CPU is underutilized when baking multi-lightmaps

Global Illumination



Priority: 1Fix for next beta/patch release build


Severity: 2Core functionality majorly impacted

It is observed that CPU usage is low when baking multiple lightmaps and overhead can be particularly high when this issue occurs.

Steps for reproduction:
1) Download the project from the link shared below
2) Ensure that lightmap resolution is set to a value above 40 texels per unit
3) Start baking and while baking, keep an eye on CPU usage in Process Explorer
4) After baking fifth lightmap, ~40% decrease in CPU usage can be observed

- Not a regression
- Details are shared below

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