Search Issue Tracker
Fixed in 2018.3.X
Fixed in 2017.2.X, 2017.3.X, 2018.1.X
Votes
6
Found in
Issue ID
957736
Regression
No
Real time Probes don't load from additive loaded scene
1) We have a main scene that has no lighting information
2) We have 3 scenes that have realtime gi only and a light probe group setup in each scene
3) We bake the 3 scenes together with 1 of the scenes as the active scene.
4) When we run the game we load the main scene first.
5) We then load the lighting scene followed by the remaining 2 scenes.
In this case if there are no baked probes and only real time probes the real time probes from the lighting scene will not load. Only way to get this to work is to bake the Main scene as the lighting scene, even though it has no lighting information.
I have included a test project that shows the issue.
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
- NullReferenceExceptions are being thrown when saving a ScriptableObject with an array of a type with a CustomPropertyDrawer that uses TrackPropertyValue
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
- Scroll offset is framerate-dependent when scrolling with velocity in the Device Simulator
- "Object.FindObjectsOfType<T>() is obsolete" warning is thrown when using "Transitions Plus" asset
keeponshading
Feb 25, 2019 22:19
Is there a description of the fix.
Is it needed for the scenario described above to bake the 3 scenes together with 1 of the scenes as active or could all e scenes baked independent and then loaded in the main scene.
andersthefistpump
Oct 11, 2017 06:33
I would like to see this as higher prio. The current issue means that we cannot have several levels baked individually without having a main scene active at all times containing all lightprobes - forcing us to bake the entire game when a change is made on one level is not a great workflow.
Ideally we would have a scenario where
Load a Main scene - containing no lighting information whatsoever
Load scene A - containing lightprobes and lighting data.
Load consecutive additive scenes which were baked with A as the active scene
and then be able to unload A and all scenes associated with A
then load B - a new set of lightprobes and lightingdata
Load consecutive additive scenes which were baked with B as the active scene
and so on.