Thank you all so much for your feedback thus far on this build. We now have an updated build for you - see the links below. For details, see the updated manual PDF here - Dropbox
I wonder too. Our development process depends heavily on building asset bundles and executables. Not being able to do these means we can only see static lighting on our maps but we are unable to experiment further in game.
Hey, any update on the progressive path tracing lightmapper build? It was to be released “very soon” about a month ago, just wondering what’s the status currently.
We have a build available in a closed advisory board. Like this work it is based on vanilla 5.4 so does not have the new new features discussed here. If you have time to try it out on your scenes please ping me and I can add you to the board. Alternatively, you can wait a little while longer for an open beta of the feature.
My scene has a lot of lights and some of them do cast shadows, while others don’t.
Could it be limited to a number of lights per scene? if so, how can I make it so the lights around the character will cast shadows?
So, really nothing on using this experimental build to make a windows exe? It would make my life much better, as I need to do some serious out-of-editor profiling.