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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Add comment