Light Probes way too bright after calling Tetrahedralize

on 2020.2.f1.

I’ve got an additive scene loading situation. when I load a new scene, I wait 5 seconds (crude, I know, but I’m just being careful) and call Lightprobes.Tetrahedralize. What this does is totally break all my lightprobe data - it turns into insane nuclear blast lighting.

Also note that I’m getting a bunch of Errors:
Assertion failed on expression: ‘pred(*previous, *i)’

including one that happens right when I call Tetrahedralize.

Any idea what might be going on? Thanks in advance.

Might have to bite the bullet and do a late-project unity upgrade…

Was this issue present in previous Unity versions? If not, then could you please submit a bug report? We’ll take a look.

Thanks! I will.

In fact, this is actually a new issue that I didn’t even have in this Unity version until recently. This morning I woke up with an idea - it might be because I recently baked several scenes together, and am additively loading them one at a time. This morning I’m re-baking one at a time, and will see what happens.

Confirmed!

The problem arose because I baked several scenes together, but loaded them one at a time. Also, the scenes that I loaded together each had a light probe group. You can bake multiple scenes together, but apparently only if there’s a single light probe group.

I imagine this has been addressed in later versions using that “needs tetrahedralization” callback.

Should I still bother to submit a bug report about this, given that I’m on an older version?

1 Like

I suppose there’s no need to submit a bug report in this case. Please do so if at some point in the future you’d happen to run into a similar issue after upgrading.