Editor crashing after updating lightmap encoding and building lighting

Hi everyone, we’re trying to update our project to Unity 6 and hitting a crash after we use the HDRP Wizard to update lightmap encoding and then build lighting in any scene. There are a couple of errors we get after the lighting build that I’m having a hard time following and could use a little help understanding where these are coming from. After lighting builds the entire scene will fail to render with these errors, and if we try to make any change to clear lighting data or change the scene after that Unity will crash.
If lighting data already exists in the scene when we run the HDRP Wizard update we hit these same errors and instability. Any help understanding what’s going on is greatly appreciated!

Unable to add Renderer to the Scene after Culling.
Possible cause: A Camera callback, such as OnPreRender, called Graphics.DrawMesh.
Solution: If this is the cause, move the callback to earlier in the frame, to in OnPreCull, for example.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)



AssertionException: Assertion failure. Value was False
Expected: True
UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition, System.String message) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.Rendering.HighDefinition.ReflectionProbeTextureCache.ReserveReflectionProbeSlot (UnityEngine.Rendering.HighDefinition.HDProbe probe) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/ReflectionProbeTextureCache.cs:644)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareGPUProbeData (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.HDProbeCullingResults hdProbeCullingResults, System.Int32 processedLightCount) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs:1593)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareLightsForGPU (UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.HDProbeCullingResults hdProbeCullingResults, UnityEngine.Rendering.HighDefinition.DebugDisplaySettings debugDisplaySettings, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs:1728)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs:2795)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs:2392)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&

The error doesn’t look related to lightmap encoding. The callstack is mentioning reflection probes, and the assert being fired is checking that they the associated textures have equal width and height. If you are able to reproduce this, I suggest filing a bug report.

You’re right, I was mistaken here. Fixing the lightmap encoding was just triggering a reflection probe re-bake. Is there any setting that would cause the probes to bake an uneven texture? This happens in a scene that just had a ground plane and a couple boxes in our project.

I have submitted a crash report with that really simple scene, but I’m hoping there’s something on our projects end that can let us bake reflection again sooner.

I can’t really think of anything, sorry.