When we switch to Fully Immersive, we’ll be using Metal rendering, so I was thinking that a normal scene with baked lightmaps would render correctly when exported to the simulator. For some reason though, lightmaps are removed from the scene.
Do we still need to use the PolySpatial Lighting Node in ShaderGraph even in Fully Immersive mode? Or is this a simulator issue?
Ah, my bad. I had the PolySpatial Runtime enabled in Project Settings. With that disabled, the lightmaps work correctly.
I look forward to a proper template for Fully Immersive projects