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
- Six way lighting receiving wrong lighting from APV when set to World Space
- Crash on SortByExecutionOrder when interrupting the .androidpack import process
- ShaderGraph tab header changes the icon to the VFX Graph icon when ShaderGraph and VFX Graph with the same name are both opened
- The Build Profiles window has usability issues when the panel takes up less than 30% of the screen width
- Inconsistent ShaderGraph RGBA channels compared to the Inspector when "Alpha Is Transparency" is used
Add comment