I previously did light bakes in Unity 6 20f1, even 19f1 both with test light profiles that had heavily reduced sample counts to speed up baking and on final-ish profiles with proper 512 sample sizes. Both times, light baking never took more than 2 hours (test light baking was usually less than 2 minutes).
I upgraded to Unity 6 and I have been having all sorts of oddities with light baking. First of all, Unity seems to be stuck on something. I press bake and the estimated time to bake just keeps going up and up, while the completion % never moves past 31%. I assume it’s stuck on something because when I cancel it, a small windows comes up that tells me that Unity is waiting for code to finish executing. This window never goes away. Tried baking with different profiles, on different scenes and the result is always the same, except with my 6th attempt where Unity is now stuck mid baking waiting forever for a SceneView.Repaint. Another oddity is that usually light baking makes my computer unusable, but now even on the highest performance GPU baking profile, it doesn’t seem to impact my pc’s performance.
So, ehm, do I just let Unity bake a tiny scene for 50 hours with no sample counts until it figures it out? Is every copy of Unity personalized and have to be trained how to bake lighting? Do I need to enable something? I’ll include a screenshot of the light profile but it really doesn’t matter since I tried with everything and nothing changes.
On top of that, I’m using adaptive light probes and a multi scene baking profile since there are multiple scenes being stitched together seamlessly in my project currently.
(Realtime global illumination is turned off because I want the scenes to be dark)
