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…
Hmmm... About the the lightmapping question you posted in the Unity forums, can you take a screenshot of the scene under Baked Lightmap Draw mode? We might be able to find some more information here. Ideally, the object you mentioned should display the lightmap pixels as a checker pattern, and the corresponding baked…
@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…
Hi, double side geo might not always be the option. Lightmapping is a nightmare to begin with and like you said you have quads stretched out meaning that Unity lightmap might be stretching it even if you are seeing squares in bake view, it will be screwing things up regardless. You should try and model those planes with a…
I would use layers instead of trying to physically block the light. Using layers, you don't need any shadowcasters which makes your life a lot easier and de-clutters your scenes.
So, the solution for this particular error appears to be to never use single-sided geometry for static objects. Replaced my blockers with a standard cube, marked 'shadows only' and everything appears to have baked as intended. Lesson learned. Thanks to everybody who made suggestions.
Check the size of the individual model's area of lightmap being used. The model may be using a very tiny portion of the lightmap if the scale of the model is too small. Set your "Indirect Resolution" to 0.1 and your render times will speed up a lot. 20 1024 lightmaps for that scene is a lot and I would take a look at the…