After sceneload scene in standalone build gets dark.

I’m not sure what’s happening, from every source I can find this should be a known editor issue but shouldn’t happen in build, but for me it’s happening in build.

I have 3 scenes, main menu(0), character creation(1) and a large world scene(2).
I start at main menu, go over to character creation, then into the world scene.
If I make my build from scene 0 or 1 scene 2 will be darker then it shows in the editor.
However if I build from scene 2, scene 2 looks fine in build.

Scene 2 doesn’t have a lightmap, not sure if that has anything to do with it, but I’d think that’s something that wouldn’t matter. If I build from scene 0, or scene 2, in both cases there’s no lightmap.
So why does the scene look dark when I make the build from scene 0 or 1, but it’s fine when build from scene 2? and what can I do about it? or do I just have to make every build from scene 2 from now on

You’ll need to build lighting for each scene, if even you’re not doing anything with baked lighting.

If that is so, then please explain why I do get proper results when scene 2 is open and I make a build. If I really need a lightmap then that shouldn’t give me a proper scene since there still isn’t one.

Don’t shoot the messenger mate, I’m just telling you how to fix it.

I don’t know the ins and outs of it myself, it’s just what you need to do so lighting changes properly between scenes.

Well, the fact that it’s working without one, makes me doubt your information.
Also did some more testing and can confirm that it’s not always going wrong when building from scene 0 or 1, sometimes a build made there still has good lighting for scene 2, it seems to be about a 30% succes rate for a build made with scene 0 or 1 open, and a 100% success when building with scene 2 open.

How about you actually try my suggestion? It’ll take you 2 seconds to build lighting for a scene that’s not using it.

How about you stop pretending you know anything when you clearly don’t.
I have a post right here from a moderator stating you DO NOT need lightmaps, I’m pretty sure a moderator knows more then someone who started Unity a bit more then a year ago.

Edit: Also just to be clear, I tried baking a lightmap, ran out of memory, from what I can find there’s no use to adjust the settings down any further since the lightmap won’t produce proper results, so I can better run without a lightmap, according to what I found.

Lol I do know what I’m talking about because I had this exact problem. Googled it, and the solution was generate lighting, even if I didn’t have any static meshes.

That thread is in the context of optimisation, not global lighting not updating on scene changes.

Basically you need a Lighting Data Asset for each scene and you should be gucci. Believe me or not, doesn’t matter to me.

The scene has a lighting data asset, just no baked lighting and baked lighting shouldn’t be necessary. I quote from the moderator “You do not need it unless your game becomes slow,” see there? lightmap NOT NEEDED, stop your annoying suggestions that don’t help at all. Don’t get how it’s still not clear your suggestion isn’t any help.

Edit: also the threat I linked isn’t about optimization at all, it’s literally about the fact if lightmaps are a required thing in a Unity project.

Edit2: Can indeed confirm your answer is correct for in editor, which I already mentioned in my very first post, this is a known editor bug. However from all sources I can find, this should not happen in a build.