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
-
ivan316ivan
Apr 19, 2015 10:05
1 Vote more...
-
akbay
Apr 19, 2015 07:53
I had same problem. It happens when there is a big single mesh (not in terms of polygon count, but real world size of mesh ) in the scene. I split the big mesh, then problem solved...
-
kc4ydx
Apr 17, 2015 19:17
I'm stuck at 11/15, killed the Unity editor since it was bogging down my whole computer. When I rebooted and re-opened my project the job just restarted. Is there a way to kill the job and recover my project?
-
pfisher1
Apr 09, 2015 21:11
I had the same problem with 5.0.1 and unchecked compressed under baked GI and finally it works!
-
jpv1234
Apr 08, 2015 02:30
I dont know if this heps but in my case I could get around this problem by 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.
-
jpv1234
Apr 08, 2015 02:16
Having same annoying problem with 5.0.04f. My lightmaps were taking like 5 minutes in Unity4 and now they take almost 50 minutes and is stucked in clustering with 1 job
-
xzbobzx
Mar 28, 2015 21:35
Yup - same thing.
All my lighting is messed up, I can barely work on my game like this.
Any solutions?
-
Nimbuster
Mar 28, 2015 15:44
Update: I waited a few minutes and resumed the processes. CPU usage dropped to 35-75% and the jobs finished in a couple minutes.
-
Nimbuster
Mar 28, 2015 15:37
Happening for me with the Stealth tutorial project on Unity 5.0.0f4. When I add the environment asset, it starts running the jobs and hangs. I thought it was my computer and made that my excuse for upgrading. Now I am running 8 4.0 GHz cores, 16 GB memory, and a Radeon R9 270X... but same problem. It seems to hang at "5/11 clustering" for a few minutes at about 70% of my CPU, then at "7/11 Light Transport", and then on "7/15 Bake Direct" it pulls 100% of my CPU and doesn't seem to make any progress. I eventually suspended the processes.
-
_M_S_D_
Mar 23, 2015 08:27
I have the same issue. I have a pretty big scene with many low tri (50-300) static objects. Had no issue baking lightmaps before, then suddenly just stopped working.
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
- 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
- [Android][Vulkan] The Color Channel of videos changes from RGB to BGR when streaming in the Player
- Post Processing SMAA breaks when HDR mode R11G11B10 is selected and Color Space is changed
- The "UnityWebRequest.result" of the "UnityWebRequestTexture.GetTexture" method changes when accessing "UnityWebRequest.downloadHandler" texture
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.