Issue with Lightmap Bake Not Working in Scene Loaded as Addressable

Hi everyone,

I’m encountering an issue with a scene that is loaded using Unity Addressables. When the scene is loaded at runtime, it seems that the baked lightmaps are not being read properly. This results in some shaders that rely on the baked lightmaps not functioning as expected.

Here’s a summary of the problem:

  • The scene works perfectly in the editor and when loaded directly (not as an addressable).
  • When the scene is loaded as an addressable, it appears that the baked lighting information is either missing or not applied correctly.
  • Shaders that depend on the baked lightmaps (like static objects with precomputed lighting) are affected and appear incorrect (including the URP Lit shader).

I’ve double-checked the following:

  1. The lighting data is included in the scene.
  2. The lightmaps are baked and seem to be properly assigned in the editor.
  3. The Addressable settings for the scene include all dependencies.

Am I missing a step to ensure the baked lighting data is loaded and applied correctly when using Addressables? Is there a specific workflow or configuration I should follow for scenes with baked lighting to work properly with the Addressables system?

I’m using Unity 6000.0.32f1 with the Universal Render Pipeline and Addressables version 2.2.2.

Any help or advice would be greatly appreciated!

Thanks in advance!

Please report this as a bug from within the Editor by navigating to “Help → Report a Bug…” for our Customer QA Team to investigate. If you could also attach a reproduction project, that would be great.

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Btw, does it happen only in Editor, or also in built player?

It happens both in editor and in build, although the looks in the editor and in build are differenti. In editor the materials are painted wrong and with no baked lights, while in build the objects are not rendered at all and appear transparent

Alright. Wanted to know if it was a duplicate of a bug I recently looked at, but it sounds like it isn’t. In that case, I’d also suggest filing a bug report, as Oyvind_F mentioned

I solved the issue by changing two settings in the URP configuration of the project that loads the addressable scene. Specifically, in the Universal Renderer Data asset, I enabled the Cast Shadows option in both the Main Light and Additional Lights sections.

I’m not sure if this helps with investigating the bug, but I hope it provides some insight!