I am confused.
Aside from dealing with
this problem, I'm trying to come to grips with GI in Unity and to identify the suitable lighting / lightmapping settings for a metroidvania played from this camera angle...
The game mostly takes place indoors and outdoors, with a timeline from 3pm to 8am. Ideally, it would be possible to warp between two locations with vastly different outdoor lighting (eg. night-time, sunset, midday, etc).
I'm a fairly experienced Unity gameplay programmer and artist, but I keep banging my head against GI/Lighting issues and contradictory advice. Is there anybody here that could set me right? Thank you.
--Rev
Replies
@TheGabmeister - I do have sort of a solution now, but I figure I owed it to you to provide a picture of the Baked Lightmap view...! Great idea, smart troubleshooting - but I have a special blend of stupid for you. See below...!
@RyanB - Thank you very much for the indirect resolution tip! I'll take any advice I can get on Unity's GI, especially speeding up non-final bakes. I was normally doing bakes with lightmap resolution of 2 in order to get a faster bake, but I went for the default numbers for my Unity Answers post, just to be safe. Thank you for the advice regards the time of day lighting - I think I'll cover this when I get the current problem sorted.
Speaking of the current problem - regrettably, this appears to come under the heading of 'self-own'.
In my project, I have several quad models stretched out over the rooms on the right of the first picture attached. These MeshRenderers are marked as 'Shadows Only', with their attached materials marked as Double Sided Global Illumination enabled.
In addition, I have two stretched quads extending the external wall of the hospital, with Cast Shadows set to 'Off' and the attached materials marked as Double Sided Global Illumination enabled.
The intention was that the shadowcatchers would light the interior as if it was shielded from the Direction Light (as the interior of a building is shielded from the sun), whilst allowing the player to peer into the interior of the ground floor. The hospital wall extension was intended to act as a relatively naturalistic 'wipe' as the camera crossed into the interior space, then hiding the exterior.
Instead, everything is brutally f'd in the a, with a load of errors including the unlit models that I've been asking about.
If you'd like to see the effect I'm trying for, without Global Illumination and in a webplayer, please enter the data seen in the attached picture and walk through the indicated door.
Can anybody suggest a way for me to achieve my desired effect with Global Illumination?
Thanks for all the help so far, folks!