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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
Comments (129)
-
kk99
Nov 18, 2015 21:45
KKOSTECKIMAY 12, 2015 10:41
NIGHTCODER99 have 100% right, it seems that Enlighten precompute (clustering) has a problem with big meshes, "BIG" means not in terms of vertices or faces but their scale.Steps to reproduce:
You can freeze GI simply putting one plane on the scene (even Plane object from Unity) and scaling it 16 times (16,16,16). Now try to build GI lighting (even without baking textures - only realtime), job freezes at clustering.Workaround:
Instead of using one plane 16x16 try to create more planes but smaller in dimensions, the problems solves immediately. For example 16 planes scaled twice time (2x2).THANK YOU!!! That solved it for me. OMG so frustrating.
I was stucked for weeks and weeks here. Shame on Unity.Such a bug.
Funny thing is, even if the light do not impact a large scale because it is somewhere totally else it get stucked.
-
kk99
Nov 18, 2015 21:44
KKOSTECKIMAY 12, 2015 10:41
NIGHTCODER99 have 100% right, it seems that Enlighten precompute (clustering) has a problem with big meshes, "BIG" means not in terms of vertices or faces but their scale.Steps to reproduce:
You can freeze GI simply putting one plane on the scene (even Plane object from Unity) and scaling it 16 times (16,16,16). Now try to build GI lighting (even without baking textures - only realtime), job freezes at clustering.Workaround:
Instead of using one plane 16x16 try to create more planes but smaller in dimensions, the problems solves immediately. For example 16 planes scaled twice time (2x2).THANK YOU!!! That solved it for me. OMG so frustrating.
I was stucked for weeks and weeks here. Shame on Unity.Such a bug.
Funny thing is, even if the light do not impact a large scale because it is somewhere totally else it get stucked.
-
orvedal
Nov 17, 2015 15:59
It is a scaling problem. I was exploring fluvio and wound up using one it's settings to accidentally scale my entire project several times. Once I fixed this (by returning everything to a normal scale as compared to my static objects) the lighting jobs finished as normal.
-
gocraig
Nov 14, 2015 00:31
I was having this problem and was frustrated by the lack of a solution on here, or in other forums.
I kept on tweaking things however, and having been stuck on 7/11 with 66 processes to run for about 4 hours, i changed some settings that seem to have kicked it into life.
I am a newbie using 5.2.1f1,and it may have been a coincidence, but personally I dont believe in them.
So, my scene is outside, with a high sun directional type light source. All I have done is taken the intensity down to 0.4 with soft shadows and medium resolution.
Hope it works for some of you, if it doesnt, then its back to Unity to sort out
-
LifeWulf
Nov 11, 2015 23:20
I'm stuck on 5.1.2f1 for school, and this is a highly irritating issue. I seriously have to disable Precomputed Realtime GI and Baked GI for my relatively small level to even build. Otherwise it consistently grinds to a halt at 7\11 Light Transport.
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Watch Maker
Oct 23, 2015 04:31
Make sure the "Precomputed Realtime GI" option is unchecked if you don't need it. Baking lightmap for large scenes (outdoor scenes for example) with this option checked will take very long time.
It solves the issue in our project. -
PeterB
Oct 22, 2015 11:23
5.2.2 seems to be as buggy as 5.2.1. As a matter of fact, Unity has been plagued with unprofessional regression errors ever since 5.0 was released.
Do something about it, Unity. You're about to start losing customers if you don't.
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Dunsec
Oct 21, 2015 15:39
This is really getting annoying, why has this been postponed?
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impul101
Oct 21, 2015 15:25
Still broken in 5.2.2....
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Voxel-Busters
Oct 17, 2015 03:40
Confirming 5.2.1 p2 has the issue.
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