I’m having a bit of a problem with lightmapping and hoping someone can point me in the right direction. The problem seems to be occurring as a result of something “different” in Unity 4 - that’s about the only thing that’s changed.
Here’s a pre-Unity 4 screenshot from my game. Note the roof in particular:
Now, here’s a screenshot from around the same area, with lightmapping performed in Unity 4:
See how the individual roof tiles are now doing “weird stuff” with the light from those wall torches?
I’ve gone over the settings and can’t figure out what’s changed to cause this. Anyone got any thoughts - anything that might point me down the right path?
I just thought of something. There is ONE difference I can think of between Unity 4 and 3.5… Before moving to Unity 4, I’d prepared myself for the new ability to bake normal maps by switching all these shaders to bump-diffuse and assigning the normal maps. Now that I’m on Unity 4, those aren’t “ignored”…
I wonder if that has anything to do with it? Though I don’t know why the roof would be the only part not working.
There was an issue like this when somebody would upgrade a project from 3.4 to 3.5.x. Try to recalculate the lightmap uvs. Also try to claculate the normals instead of import. (All this in the mesh importer of course).
Are you running your game in Forward rendering…? And I would try this for setting up Beast… also switch to Dual Lightmaps, that supports normal mapping and try increasing your texel resolution a bit. Also what is your shadow distance…
This addon exposes ALL of the Beast settings and more…