As seen on this comparison screenshot, I am having trouble getting the lighting to work in standalone PC builds the same way it works in the editor.
Unity 5.3.0f4
I’ve tried lots of things, like clearing the GI cache, rebaking (taking around 3 hours) or building with “Auto” baking enabled. Nothing changed the outcome. The output log didn’t show any errors.
It looks as if all realtime GI data is missing on all the static objects in my scene, including the trees in the terrain.
Here is the scene’s lighting setting:
In the build’s data folder I see the GI folder with 267MB of data in it.
What am I missing?
Thanks for any hint!
Did you find a solution to the problem? It seems like we are having the same or at least similar issues. I tried to track down the issue in a separate, minimal project but no luck so far…
I believe it was related to the version and has since been fixed. But I haven’t baked realtime GI yet in a newer version. What version are you having this problem with?
We first noticed it on 5.3.04f but it seems to persist on 5.3.41f. Still investigating…
still the same in 5.3.4p6
We might have found a solution to our problem. First results seem to work fine, but we haven’t verified the fix 100% (ymmv).
In our case our fault was that we set the myMaterial.globalIlluminationFlags to ‘BakedEmissive’ instead of ‘MaterialGlobalIlluminationFlags.RealtimeEmissive’ on our custom shader in our custom material editor GUI. Thus our ambient lighting setup went dark, and thus no visible GI.