Beast assigns all assets in scene to index 255, creates an array of 0.

Hello all,

I have found documentation for dozens of issues similar to mine, but so far, I have not found any information regarding my specific issue.

When you don’t have “Lock Atlas” selected in the Beast/Unity lightmapping editor, and select “Bake,” shouldn’t Beast automatically assign different index numbers to the various assets in a game level, resulting in several or more lightmaps in the lightmap array?

When I bake a scene in Unity without Lock Atlas selected, at the the end of the bake, all assets are assigned to a lightmap index of 255, except for the terrain which is assigned to -1. This results in no lightmaps.

Also, when I specifically assign different groups of objects to an index number (example: all crates are index1, all barrels are index 2, all rocks are index 3, terrain is index 0) the result is that the terrain will bake properly and will become lightmapped, but all other objects (crates, barrels, rocks) are lightmapped incorrectly (by incorrectly, I mean that the mesh appears to have an entire lightmap compressed into the 0,1 space of the individual mesh.)

From the Unity documentation:

“Automatic Atlasing
Atlasing (UV-packing) is performed automatically every time you perform a bake and normally you don’t have to worry about it - it just works.”

This has not been the case for me. I appreciate any help! I have spent quite a bit of time on this and haven’t gotten any further.

I have found a fix. It’s disappointing, but better than making the level without any lightmaps.

Turning off Global Illumination (setting bounces to 0) finally resulted in unity creating lightmaps, setting up automatic atlasing, etc. Previously, the result was nothing.

My station has 8gb ram, i7 processor, and a beefy graphics card… I didn’t think having GI turned on would prevent me from making lightmaps… the console never even displayed any error messages that would imply this was the cause.

I hope this will help some of you that are having similar problems. The most recent post with related info that I could find was from 2010 or so…