Search Issue Tracker
Not Reproducible
Votes
6
Found in
5.4.0b13
Issue ID
788097
Regression
No
[Standalone] SetActiveScene removes lightmaps of all other loaded scenes
Steps to reproduce:
1. Open attached project
2. Rebuild lightmaps for both scenes
3. Build and run project
4. In build press "A", this will Additively load scene "scene2"
5. Now press "S", this will call SetActiveScene on "scene2", notice that lightmaps of "scene1" become glithcy
6. Finally, press D to unload scene "scene1"
7. In built project's .exe folder there should be "log.txt" which recorded list of LightmapSettings.lightmaps throughout steps 4-6
8. Right at the top of that file, there's list which shows that there are 7 lightmaps
9. In the middle of the log file there should be line "Set scene2 as active scene!". Notice that Lightmaps list after this line only contains two lightmaps
Not reproducible in editor.
Reproduced with: 5.3.1f1, 5.3.4p3, 5.4.0b14
Comments (1)
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Murcho
Apr 14, 2016 23:56
Reproduced in 5.4.0b14