Assetbundle size with lightmaps

Hi, can anyone else confirm or deny that scenes bundled with lightmaps are not excessively large?

Our scene isn’t that crazy
We have 1 .exr which is 7Mb and one scene which is 8Mb
The assetbundle on this comes in at 50Mb which looks wrong.

I can only think that the lightmapsnapshot.asset maybe getting pulled in? It is currently 150Mb uncompressed although i made sure it isn’t in the folder that is bundled, maybe the asset dependency is pulling it in?

Hard to tell until i can see what is in the bundle, unfortunatelly the AsseBundle GetAssets function only does assets OR scenes…not both.

Also getting black lightmaps all the time, not figured this out yet - only solution for us right now is to park everyting in Resources until it is resolved :confused:

On 5.1.1p2 iOS

  • I can confirm that clearing the GI cache so no lightmaps persist, rebundling the level drops the assetbundle from 50Mb to 8Mb

There is only 1 lightmap texture (2k x 2k ) so i can only assume the lightmap snapshot or something else lightmap related is getting pulled in when i generate the bundle.

Did you turn of precomputed GI? So that the realtime GI data is not getting distributed if you are not using it.

Hi Joachim, yep did all that, i think we’re ok now, the size is back to somewhere it should be :slight_smile:

The blacklight map issue, i made a horrible assumption the shaderforge lightmapping worked ok…which it didn’t on mobile with the way we’re doing stuff - we’re rewriting a bunch of stuff, i think we’re good.

thanks