Hey I think you broke the event
UnityEngine.LightProbes.lightProbesUpdated
6000.0.22f1
Required for LightProbesQuery
6000.0.25f1 lightProbesUpdated event doesnt work. What are we supposed to use for changing scene RE LightProbesQuery
with lightProbesUpdated broken what method do we use to detect probes are ready shortly after a scene change
nor does this work:
LightProbes.tetrahedralizationCompleted += () =>
q = new LightProbesQuery(Allocator.Persistent);
had some success with this
SceneManager.activeSceneChanged += (f,g) =>
q = new LightProbesQuery(Allocator.Persistent);
Yep, it isn’t always working, in some situations it does not trigger. Idk exactly which ones, but now I’m relying on activeSceneChanged too for what I needed (to know when the list of lightmaps change, which is not exactly lightprobes but as a callback to run rarely work well enough)