Lightmapping issues in Unity..

Hello everybody!

First of all I want to say that I love Unity. It’s such a great engine, really powerful and easy to understand, but for as long as I can remember I could never get normal, decent lightmapping results… It’s just such a pain in the ass… I checked lots of threads, documentations and ect… about lightmapping, but It never worked for me. I am using the 2nd UV channel for lightmapping, the settings are usually like the default lightmapping settings but the result comes with lots of artefacts… I probably don’t even need to show the result, cause I think a lot of people have the same problem… I even checked tutorials that showed how to lightmap. The results in the video are great, but when I do it, same thing, same assets, it looks horrible… Why is that? I do not understand this at all… Like I said I love Unity, but lightmapping in Unity is just being really not nice to me…

Can someone who can lightmap in Unity tell me that big secret on what am I missing? Cause I’m getting really hopeless right now… Thank you!




You do though.

Unity lightmapping is not that bad any more. You could be doing any number of things wrong, or have stumbled upon a weird edge case, but I (or anyone else) can’t tell what it is without an image and a description of what you’re trying to achieve vs what you’re getting.

Hello.
Of course, I understand. I uploaded pictures with all the details. :slight_smile: And what I want to achieve is kind of like in the ‘Without Lightmapping’ picture. Just with ambient occlusion.

That’s… Weird. At first glance I’m not seeing anything wrong with your settings. (at least not something that explains your walls being that dark).

If you can share the scene, I could take a look. You can definitely get better results than what you’re getting.

I managed to more or less fix this issue with the walls. What I did is basically lower the lightmap resolution to 20 and indirect resolution to 1. And I also made my walls for the hallway not transparent. I don’t know why, but transparent, one side walls give strange results. Now everything seems alright. It’s not perfect, but at least that weird problem is gone. :slight_smile:

I setup this simple, quick test scene and this is how it looks like now after the baking: