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
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
- Unity Events added to a ScriptableObject are not invoked if they are added in Edit mode and their Call State is set to "Runtime Only"
- The Visual Effect GPU Event is forced into sleep until another Event is sent when the visual effect consists of two particle systems that communicate with Trigger Event set to On Die
- Nativeplugin Vulkan image gets deleted while in use and AccessTexture returns an invalid texture causing a crash or corruption when QualitySettings.anisotropicFiltering is called
- Error "DllNotFoundException: __Internal assembly:<unknown assembly> type:<unknown type> member:(null)" when attaching a managed debugger for the build of a specific project with Mono Scripting Backend
- Unable to select UI Toolkit Foldout element when using a gamepad controller
Murcho
Apr 14, 2016 23:56
Reproduced in 5.4.0b14