I have searched and haven’t found this particular issue anywhere. When I bake lightmaps several times in a single session in unity, the program gobbles up more and more memory with each lightmap import until it finally crashes.
If I watch the resource monitor, I can see the RAM allocation to unity climb during this portion of the process, but it never drops back down, climbing by the same amount on each build.
Has anyone else seen this particular problem? Any known workarounds (other than closing and opening unity again)?
Import lightmap almost same as import new texture in Unity3d. RAM VRam will increase time by time and no way to decrease in Editor (but no problem in Stand Alone mode).
To fix this problem, you have restart UnityEditor when ever you bake lightmap and import.
Another way is set Project Setting/Quality → Texture Quality: half res in Editor and restore to full res when ever you need to build to stand alone version
I have the same problem and it is a bug. They work on it but I don’t know when a patch will be available.
The only work around I found is to set the atlas scale of objects to 0.3-0.5 so they are more objects on same LM and then less LMs…
Thanks for the replies. I added more RAM to my machine and played with lightmap resolution and the problem is less of an issue. Would still be nice if it didn’t happen though.
Sorry to revive such a thread but I have similar issue but it happens no matter what I bake. Around the time it imports the Terrain into beast, Unity closes. And the terrain resolution is 100X100, with one static tree, Single Lightmap, Low Quality. I hope they have a fix for this bug.
Another way is set Project Setting/Quality → Texture Quality: half res in Editor and restore to full res when ever you need to build to stand alone version
THIS WORKS THE BEST…i actually set all textures as 8th rez in quality settings not just half res, and then i was able to restore it to full res when finished…RESULT=SIGNIFICANTLY REDUCED NUMBER OF UNITY CRASHES DURING LIGHTMAP BAKE
I’m having the same issues – however, I found that I could manually put in the baked lightmaps after the crash.
only problem now, though, is that the light maps don’t show up and Unity crashes whenever I “play” the scene or load it up from a different scene.
For dual light maps, anyone know which column is “near” and which is “far”? So far, when I did have the light maps in place (I removed them since it kept crashing), they had zero effect.