Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
167
Found in
5.0.0b19
Issue ID
662813
Regression
No
[Enlighten] Stuck at clustering jobs when baking lightmaps
-e: attached project never finishes baking
-repro:
--open attached project (it is https://www.assetstore.unity3d.com/en/#!/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
-
AdamAz
Jun 22, 2015 10:41
I also have this issue:
5/11 Clustering | 1 Jobs. Single static object in scene.
Tried:
Version 5.0.2p1 (8532b35838a2) Personal
Version 5.1.0p1 (8532b35838a2) PersonalEverytnig works fine in the editor but hangs while performing build.
-
George Freeman
Jun 20, 2015 12:51
My workaround has been to switch off GI altogether (by unchecking both Precomputed and Baked in the Lighting window). I like the idea of GI, but if it's not ready for prime time, I will wait until it is.
-
moarandmoar
Jun 19, 2015 01:12
This is a deal-breaker..
I was reproducing this problem by simply making a 50x50 cube and trying to bake lightmaps. It froze up.
Most of our terrain meshes are quite a bit larger than this. -
tomszirtes
Jun 16, 2015 19:12
To be boring - but Ditto I have a reasonably complex scene - try and switch the object to static and then crashes at 5/11 Clustering | 62 Jobs. In fact makes my entire computer unresponsive so have to cold boot. Unity 5.1
-
danielkemojo
Jun 11, 2015 00:36
JPV1234 Thank you, that solved ours
'changing the Indirect Resolution in Baked GI. Before I was at 2 texels per unit and Unity was stuck at clustering. However when I changed that value to 1 it worked like kind of magic. The baking was strange since the scene was darker than expected, but it worked finally.'
-
UniqueMindsGroup
May 30, 2015 19:01
Unity 5.0.2p3 Is still seeing this issue.
-
sonnolo
May 20, 2015 17:48
Nice work unity developers i ave pay month Subscription for not build my project.This work for me,in lighting wondow go to object and set advanced parameters to defaul very low resolution and unity5 buil bake.This my request for unity developers FIX THIS BUG AND GIVE ME ONE MONT FREE LICENSE TKS BECAUSE I DONT PAY FOR BUGGED ENGINE!!!!!!!!!!
-
iuliu_
May 16, 2015 18:16
Guys I think I solved it. If you don't want necessarily to have Baked lighting, this problem is gone. First, make sure all your lights' baking are set to Realtime. THEN, VERY IMPORTANT, THIS IS WHY THE BUG WAS PRESENT: DON'T CHECK ANYTHING AS 'STATIC'. So, no STATIC, no BAKED = no STUCK CLUSTERING / LIGHT TRANSPORT. Hope it helps!
-
ttse
May 15, 2015 11:14
Still seeing this on 5.0.1f1, stuck at 5/11 with a low poly scene of total 11.2k tris and 24.8k verts.... annoying...
-
amiel_ace
May 13, 2015 12:03
This is really frustrating :(
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
- Changing the Visual Element size moves it when two visual elements are close to each other
- Open Reference for Default Style Sheet asset redirects to missing page
- Undoing changes to Default Style Sheet does not show change until editor refresh
- TextMeshPro Caret has an active raycast when TMP_InputField is non-interactable
- Shadows do not smoothly fade in when transitioning between real-time shadows and baked distance shadows
Resolution Note (2021.2.X):
We won't be fixing Enlighten-related issues as it has been deprecated. Please consider using Progressive CPU or GPU Lightmappers instead.