Unity thinks its a modular asset problem and that I should combine the meshes, but Im not sure thats the problem, it should be at more places if so was the case. Its also not classic lightmap edge bleed.
Also if I isolate this room and only bake that room offcourse the artifact goes away.
You shouldn’t create the same thread in different forums. Each forum has a specific purpose, mentioned on the global “Forums” page (https://forum.unity.com/) (mods, perhaps this should be visible at the top of the page within that forum’s local view, and when creating a thread). Using the wrong subforum dilutes the experience for everyone.
General Discussion’s description is: “Discuss Unity & game development. This is NOT a support forum.”
I have a hard time believing that, when someone says “yes, I’ve had a similar experience,” you’re not gonna ask how they resolved it (aka support), but whatever.
Dude I just want some flesh on the bones when I talk to Unity about it since I doubt its related to modular meshes, if you dont have anything to contribute please dont respond,.
I don’t see any problem at all in the video that you posted. The screenshot, however, looks like your typical seam between modular floor segments (I assume you’re pointing to the white, dashed line). Even Skyrim has them here and there. There may be other things that can cause this type of artifact, but seams between modular floor and walls look just like that.
Video game graphics are full of glitches and artifacts that no one really notices. They only stand-out when you start working on your own game project. People view their own work with a more critical eye, where as when they play a game, they’re just zooming-past, glossing over everything.
I cannot see an issue in the screenshot. It looks like the lower walls are painted blue. If it is supposed to be shadow fade then can you not just edit the lightmaps with a gaussian blur to remove the hard edge? … if that is the issue.
Buff it up in photoshop or overlap the panes so you do not get light leakage if it is not lightmapped. Don’t get anal retentive about it. It is a good thing to get juiced up about errors but this is so minimal you had to point it out and AFAIAC it could be an anomalous reflection from shiny debris somewhere in the scene. There is stuff like this in photographs and film all the time if you pay minute attention to details. Finish the shooter and don’t get stuck in blind alleys that make no diff to the main mechanics.