Hi,
There are threads on this but I see no definitive answer. I have been using Unity for years and this has never occurred.
These pics, show the same scene, however, one was loaded as scene 0 from run, the other was a reload, when scene level 0 completed. As you can see the reload’s lights are dim.
The lighting settings are identical.
???
Notes:
This build is the first that uses SceneManager.LoadLevel(), not Application.LoadLevel().
The lights are fine for the first level run, dim for any level after.
The lighting settings are identical.
The editor itself when i change scenes, now takes a moment to set the levels lights properly. It used to be instantaneous.
Try unchecking the auto checkbox at the bottom of the the lighting window.
Doing this will require you to manually rebuild the lighting before starting the game if you make any changes to the scene.
Hi thanks @IronLionZion .
Unchecking that box, just insures the directional light is non functioning (perhaps other issues, but that is what it looks like). When you say “manually rebuild the lighting”, what do you mean?
Instantiate lights and setting at Start?
So annoying.
I’m referring to the ‘Lighting’ window.
Open it by going to Menu > Window > Lighting
By lighting, I mean global illumination, lightmapping, etc. Doing it manually just requires that you click the ‘Build’ button before starting.
Your issue seems similar to a known issue in the unity editor where reloading a scene, or loading a new one, causes the GI to be disabled. This only occurs in the editor though, not the final build.
Ok, I was not sure what you meant by “Build”. But taking off Auto and creating a Build, creates a “Lighting Data” and “Reflection Probe” per scene (in which you build for).
Thank you.
I am wondering however, for build to devices, mobile, should I remove this? Will it effect performance.