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By Design



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Prefabs don't store ligthtmap information correctly

Global Illumination


This has been resolved as by design, some more information on why we have done this change and how to make it work in Unity 5 is available here:

To reproduce:
1. Open attached project
2. Open scene Standard
3. Bake lightmaps
4. Capture lightmap info and enable apply dat
5. Create prefabs of plane and cube
6. Copy them in to runtime scene
7. Run it
8. Notice that lightmaps will be off (screens attached)

Regression from 4.6

Comments (15)

  1. NeedsLoomis

    Aug 16, 2018 01:01

    Entire engine revolves around prefabs and drag and drop mentality...engines lighting "by design" requires work around...

  2. Gooberverse

    Apr 04, 2018 21:40

    Broken by design. Must troubleshoot and Google by design.

  3. meichen8050753

    Feb 17, 2017 07:28

    In Editor I can save/load lightmap info with scripts.
    But on Mobile, it seems not work..

  4. Astiolo

    Jan 16, 2017 22:19

    You guys really need to create an official fix for this and include it in Unity. Right now it looks like everyone has to find their way to the correct forum thread and read through the 6 pages to find out which script is the best work around and how to use it properly.

  5. JuanMaldonado

    Nov 03, 2016 14:36

    That does not resolve the issue at all, it's just a work around and not an ideal one. Had to re-bake my 10 hour scene for this issue. Please re-open the case.

  6. Joachim_Ante

    Jun 26, 2015 15:39

    A sample project for how to use this can be found here:

  7. TheChuckster

    Jun 12, 2015 20:19

    If this is "by design," then the issue is still valid, except it now pertains TO the design. Please reopen. This is a critical issue for my team.

  8. kilik128

    Jun 08, 2015 11:34

    Resolved Voting Disabled ?

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