Custom Lightmap UVs get messed up when baking

When baking the lightmap using a custom lightmap, Unity moves around the uv shells, making it unoptimized. I have no idea why. I’m guessing it doesn’t like that uv shells are too close, but it happens no matter the distance between them. Also I noticed if I let Unity make the lightmap uvs, the shells end up very close anyway. So what’s the deal? I’ve tried anything I could think of.

The problem is you’re using multiple meshes in Modo.

Either merge everything to be 1 mesh, or pack uvs for each mesh separately so you can have something reasonable in Unity.

That kind of makes sense! Thanks!

1 Like