Search Issue Tracker
Fixed in 2019.2.X
Votes
0
Found in
Issue ID
1134702
Regression
No
[UI] SSDs do not contribute to realtime lightmaps even when Contribute GI flag is enabled
Steps to reproduce:
1. Download the attached project and open SampleScene
2. Navigate to the Lighting Settings window and make sure that only Realtime GI is enabled
3. Select Cube game object (the one with the red material), and make sure that Contribute GI is enabled, and Receive GI option is set to Lightmaps
4. Bake lighting
5. Notice that the cube contributes lighting to the surrounding realtime lightmap
6. Select Cube game object again, and set Receive GI option to Light Probes
7. Bake the lighting again
8. Notice that the cube does not contribute GI to the surrounding realtime lightmap
Notes:
- Does not affect baked GI; only realtime GI is affected
- This looks like an UI issue. As a suggestion, it would make sense to gray out Contribute Global Illumination option when both realtime GI is enabled, and Receive Global GI option is set to Light Probes
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "EndLayoutGroup: BeginLayoutGroup must be called first" error is thrown when changing Shader Precision Model from the Build Profiles window
- White artifacts/outlines are visible in the Garden Scene when viewing at meshes from a distance
- Shader warnings "Sprite-Unlit-Default" are thrown after building 2D Platrformer Microgame Template
- [Android] HLSL shader becomes corrupted when running on an Android device
- Missing spaces in "Welcome to VR Mutiplayer Template Project" Welcome Dialog window
Add comment