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[Geomerics] Stuck at clustering jobs when baking lightmaps.

Global Illumination


-e: attached project never finishes baking

--open attached project (it is!/content/9473)
--open the "scene" in the JunglePack
--open lighting window
--start the backing
--NOTICE it gets stuck at "5/11 clustering"
---it was running two JobProcesses at max for over 1h and logged nothing into the the editor log
--cancel bake
--change color space to linear in player settings
--start baking process
--NOTICE it gets now stuck at "7/11 Light Transport"

--would be really nice to have some extra indication as to whether it is actually still doing something and not just spinning

  1. Response avatar

    Resolution Note:

    We won't be fixing Enlighten-related issues as it has been deprecated. Please consider using Progressive CPU or GPU Lightmappers instead.

Comments (126)

  1. 4842d55b419e815b0f24a32677646777?d=mm


    Mar 28, 2016 22:13

    Hi, 1/3 Reflection Probs, stuck. GameObject to 0.1, Texels to 1. Amazing. Posponed...

  2. Fe804cbcd4dc09d4c927bb319c92a538?d=mm


    Mar 28, 2016 03:36

    Unity should really have a look at this urgently. How come this is postponed?
    Light-mapping is a critical feature to get good performance and good looking scenes on mobile.
    Without that i can't release my game.. That is a serious downgrade.
    As a pro license owner i feel really disappointed.

  3. 8f356ebb1b2eb81dcfa42974d4f2d308?d=mm


    Mar 22, 2016 00:19

    It's crazy to me that lightmapping is a "postponed" feature in Unity in 2016.

    Lightmaps are completely broken and useless as-is. Previously, the beast system worked very well. It's disappointing to be stuck with newer technology that is nonetheless less useful than old technology.

  4. 2b9567b23e3fb1761419eb70a251e984?d=mm


    Mar 21, 2016 10:52

    Using Unity 5.3.4 and the issue is still present. In my case it seems to be mostly due to a plane that I scaled up to 20x1x20. Basically right now if you plan on using Unity for any sort of baking then avoid scaling like the plague... I've submitted a bug. Doesn't look like they're going to fix this any time soon based on the current status.

  5. 41324ad3469b453d5e10b655cd1d82b2?d=mm


    Mar 20, 2016 10:33

  6. 41324ad3469b453d5e10b655cd1d82b2?d=mm


    Mar 19, 2016 10:34

    Well, I'm sure about people at Unity are doing what they can to solve this problem but ¿14 months waiting for doing LM on medium size surfaces (for architectural projects)? That's too much, even for a major refactoring. Lots of people are losing thousands of dollars. This is serious because we can't publish, ergo we can't earn money ergo we can't pay a Pro license. May be we are a little percentage of your users, but Unity is losing money every day due to this postponed issue. Please, give us a roadmap or guide for hopeful about this issue because without LM we should forget Unity and switch to other platforms

  7. 41324ad3469b453d5e10b655cd1d82b2?d=mm


    Mar 18, 2016 18:25

    5.3.4f1 still not working for me, "12/16 Bake Indirect | 1 jobs" forever. Any real workaround without switch off static?

  8. 412a322b5fa2c527fa9d2b4f0e07cf5b?d=mm


    Mar 13, 2016 16:17

    It is still in 5.3.2. I find it is due to the scale in FBX importer. Set it to 0.01. However, can't believe it is Postponed...

  9. 40193a4ad65d280ce90f5b155131f520?d=mm


    Feb 23, 2016 00:35

    You guys who are saying that turning off static meshes solved the problem don't understand that static meshes are necessary in order to bake lightmaps into the scene. Your workaround is to simply not use lightmapping, which is NOT acceptable on a AAA engine.

  10. 89839949e11b9f0db962a1a8afac2e09?d=mm


    Jan 31, 2016 04:10

    That fix worked for me also, I had several static meshes scaled at 100. Settings them to non-static fixed it immediately. I'll rebuild those.

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