Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.1.X
Votes
1
Found in
2017.4
2018.1
2018.2
2018.3
2018.4
2019.1
2019.2
2019.3
2020.1
Issue ID
1192380
Regression
No
"Recalculate Lightmap Scale" makes LOD scale in lightmap be based on the least detailed LOD instead of the highest
"Recalculate Lightmap Scale" in the LOD component makes LOD scale in lightmap be based on the least detailed LOD instead of the highest LOD.
Open gfx test 820-ProgressiveLightmapperLODSkip
Click on the MeshRenderer called 'structure 1' (Objects -> Building -> lod_structure -> structure 1)
Click on the LOD group 'Building'
Click "Recalculate Lightmap Scale"
Observe that 'scale in lightmap' for the 'structure 1' object has decreased even though it appear in LOD0.
Expected result: scale in lightmap should be based on the most detailed LOD level, not the least detailed level the object appears in.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Red spots appear when Blending Lighting Scenarios using Adaptive Probe Volumes
- [Windows] About Unity Window needs to be opened twice to adapt to resolution
- NullReferenceException and temporary graph corruption after entering playmode if output node connection was changed
- Sprite Renderer with Animation does not reflect Sprite changes in the Scene when switching Mask Interaction
- User is redirected to a non-existing online documentation link when clicking on "?" help button inside Inspector window while Animator Override Controller is selected
Add comment