Lightmap and LightingDataAsset not working when loading a scene from an asset bundle

Hi there,
I’m trying to make an assetbundle from a scene that has lighting baked into lightmaps and it’s not loading correctly.
The scene with all the geometry is loading correctly, but all the static objects that should receive a lightmap are marked non static and also the Contribute Global Illumination is checked off. When debugging in editor using the Scene View (Baked Lightmap) I can see that the lightmaps are assigned, but in Shaded mode the shader doesn’t seem to use the lightmap affect.
Lastly, if I select any of the objects and reassign the exact same shader (Standard) while still in play mode… it fixes the issue and shows the affect of lightmap on the object.
I can maybe hack it and iterate over every object in the scene and reassign the shaders again in runtime, but it just seems like a bug that needs to be fixed. or I’m possibly doing something else wrong.
Thank you.

For what it’s worth… here’s the hack that fixed the issue for me.
I just run it after loading the scene, but you have to wait till it’s actually loaded with await or coroutine.

                MeshRenderer[] rnds = GameObject.FindObjectsOfType<MeshRenderer>();
                Shader shader = Shader.Find("Standard");
                foreach (MeshRenderer rnd in rnds)
                {
                    Material mat = rnd.sharedMaterial;
                    Shader origShader = mat.shader;
                    mat.shader = shader;
                    mat.shader = origShader;
                }

Does anyone has a better solution ?
This seems to work 90% of the time, but with some shaders it’s not fully working.

I’m having the same issue! Did you find a soultion? I’m using URP

Did you figure out a solution for this?