Search Issue Tracker
Fixed in 2017.3.0f3
Won't Fix in 2017.1.X
Votes
29
Found in
5.6.1f1
Issue ID
922212
Regression
No
[PLM] Some baked lights are ignored when lighting is generated with 30+ lights
Steps to reproduce:
1. Open attached project (ProgressiveLightmapperIssue)
2. Go to lighting
3. Select Generate Lighting
Expected result: all lights in the scene should be baked
Actual result: random lights are not visible even though they are active
Reproduced in: 2017.2.0a4, 2017.1.0b10, 5.6.1p4, 5.6.0b6
Comments (6)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Label” name in Sprite Library Editor window lacks character limit causing long names go under the Object Field
- Preview image (screenshot) is not available after capturing snapshot in Memory Profiler
- Crash on UNITY_FT_Stream_ReadAt when changing TMPro properties after unloading an AssetBundle
- Particles spawn at the same position when using raw byte address buffer in VFX Graph
- Decal Shader Graph - Custom vertex interpolators are always 0
fct509
Mar 19, 2019 09:48
Well, it's not fixed in 2018.3.8f1.
KBossler
Nov 29, 2017 17:21
So which patch do I need for 2017.1? I looked through all the release notes for all the patches and couldn't find a mention of this but being fixed.
kemalakay
Oct 09, 2017 12:27
This issue is fixed in 2017.3 beta and the fix is being backported to 2017.2, 2017.1 and 5.6
radiatoryang
Aug 19, 2017 18:49
I'm having this issue too, and I only have maybe like 20 baked lights in my scene? tried clearing lightmap data, messing with lights / moving them far away from any walls to make sure they're not occluded at all, etc.
Jandaia
Aug 17, 2017 18:13
I'm also having this issue: http://imgur.com/a/qxVLl