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Lightmapping/performance in Unity

Thisisdanzo
Honored Guest
Anyone else seeing black squares in their lightmaps? It worked fine for my small scene, then my larger one introduced those weird artifacts. Also, at one point I had 80 batches and 400k tris with almost no lightmapping with very smooth movement, now I have 40k tris with lightmaps and the scene crashes fairly often. Shouldn't it be the other way around?
Galaxy Grapple - GearVR, no gamepad
4 REPLIES 4

spinaljack
Protege
I got weird light maps as well, on the same scene where it worked fine on previously.

If you have very large light maps you'll run the risk of running out of memory, try setting the texel size smaller or using compression (do it using the manual override with fast compression or it will take hours)

Also if an object needs to cast shadows but not be light mapped itself you can set the size of the light map scale to 0 and it will take up no extra space on the light maps. (Don't set it to shadows only mode as it still takes up light map texture space)

nilstastic
Explorer
Are you using Unity 5? I got a lot of texture anomalies when baking, but baking manually in blender seems to work out.

Thisisdanzo
Honored Guest
Yep, Unity 5. Currently I'm just not using lightmaps because I can't get them to look even halfway useable in my larger scene.
Galaxy Grapple - GearVR, no gamepad

yosun
Honored Guest
Are you able to get realtime PBM effects on mobile in Unity 5 without performance issues?
ChallengePost: yosun SMS: 415-77-YOSUN Twitter: @yosun Some old public hacks.