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

Progressive Lightmapper

-

-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

  1. 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.

Comments (129)

  1. The Beach

    May 01, 2016 01:02

    I got the same problem on my scene, i managed to fixed it by deleting the object that was blocking the Clusterizing. It wasn't hard to find but rather long and boring... So i duplicated my scene and deleted one type of object at a time, and each time I tried building the lights. If the clustering stopped at a job more than 10-20 seconds(depend of your config) i keep deleting objects. Until i found the one. Very small and common object btw, not the fancy big scaled plane described by someone on the thread.

    So i finally opened back my real scene and deleted those objects. And the baking was fine after that !

    I guess the GameObject just got corrupted .. Somehow

  2. cooperm211

    Apr 26, 2016 03:27

    I had this issue for the longest time and I found something that seems to work... I'm not an expert by any stretch of the imagination but try creating (in the project folder) a Lightmap Parameters thing.

    Click on it in the project window and in the inspector knock the resolution way down (I did 0.1) and also try dropping anything under Baked GI down too. Then, while you have objects in your scene selected, click the Lighting tab, click the Object tab (under lighting) and change the advanced parameters to use the custom Lightmap Parameters thing you just made. That will get the object to use some sort of scaled down UV.

    That worked for me (since I think it's all related to some weird scaling bug). Try scaling the settings way down and just see if you can get the clustering to complete and then creep it back up. This had been driving me crazy since they first introduced the PBR lighting. Good Luck!

  3. Darth-Zoddo

    Apr 11, 2016 11:56

    makes me contemplaint switchin to UE4....... thanks to this i can't optimize my game and finish it. Hope it gets fixed soon.

    I feel bad for companies that rely on this, they must be losing money for not being able to release their games....

  4. TheKingOfTheRoad

    Mar 28, 2016 22:13

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

  5. jujunosuke

    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.

  6. hunterloftis

    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.

  7. Shredov

    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.

  8. jcprieto

    Mar 20, 2016 10:33

  9. jcprieto

    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

  10. jcprieto

    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?

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.