Hello. We’ve been trying to finish a project with a high number of lights that takes far, far too long for a full scene render. We need to “bake selected” objects as we improve shaders, tweak lighting, etc. The scene will be regularly updated by our client, so it’s quite essential that they not need to re-bake the entire scene each time something is added.
We’ve discovered that Unity/Beast does not respect the “lock atlas” check box & subsequently, each “bake selected” action will result in some other random objects in the scene being moved around in the atlas. Bake one object, break any number of others. It’s been a massive setback, as combined with other bugs & general instability, it’s taken quite some time to identify the issue.
This was reported by someone a year ago & the issue ticket hasn’t received any replies to date. I’m wondering if it’s been acknowledged by Unity, if there’s a solution, if it’s confirmed that it’ll be resolved in v5, etc.
We’ve been working in 4.2 but have confirmed that the bug is still present in 4.5.
Anybody have any insight or solutions? Is there a secondary complicating factor - something else in a scene setup that influences whether or not unity ignores or respects the “lock atlas” toggle?
Thanks!