Lighting not working in next scene

I’ve been expanding on the Roll-a-Ball tutorial. I’ve added a second level, accessed by an OnTrigger event in an object that appears after all of the items have been collected. When I play the second scene from the editor it works fine, however when I get there from the first scene the lighting is not working.

Did I miss some settings somewhere? Is there a different or another line of code I should be using other than application.loadlevel?

I’m still really new to Unity so the help is appreciated.

Nope, this is a bug currently. A showstopping bug…There is no solution to this as far as I know right now, other then putting all your stuff in 1 big level and stream the pieces or something else.

I really hope to be proven wrong but i’ve seen topics with the same issue grow over the last couple of weeks…

The OP said he was using ‘application.loadlevel’ not ‘application.loadleveladditive’, so it should work. Can you post your code?

@johnbeyer the loadleveladditive bug is a dealbreaker.

Here is the script for the level exit

using UnityEngine;
using System.Collections;

public class exitLevel : MonoBehaviour {

    Vector3 rotateValue = new Vector3(15, 30, 45);
    public string nextLevel;


    void Start () {
        gameObject.SetActive (false);
    }
   
   
    void Update () {
        transform.Rotate (rotateValue * Time.deltaTime);
    }

    void OnTriggerEnter(Collider other)
    {
        Application.LoadLevel (nextLevel);
    }
}

I should also add that I have the lighting set as a prefab. My understanding was, that way I could just drag it into every level and have the same lighting without setting it up again.

Your problem may be the lighting prefab. Because application.loadlevel should work fine. I bring lights in as a prefab, but still need to bake the level. Are you using realtime or baked GI?

Honestly I’m so new to this 3d stuff I’m not sure whether it’s baked or realtime.