[RELEASED] Magic Light Probes - High Precision Light Probe Generator

Hi,
can you give me a private email to send you the invoice number? or tell me where I have to write it?

I wrote you a message on Discord. You can also send me a message by email evb45@bk.ru

Hey, interesting plugin. However, I experience the same issue with mass-stacked MeshColliders in the scene.

Hi, this problem has been fixed, but its version has not been updated in the store. I can send you a new package after presenting your invoice number

Version 1.4 sent to Asset Store.
Bug fixes:

  • Geometry intersection detection does not work correctly in some modes
  • On some objects marked as static, colliders are duplicated during the calculation
  • Restoring scene state after calculation in “Debug Mode” works with errors
  • Violation of the queue for calculating volumes (when there are several on the scene)
  • Culling by equivalent color works with errors
  • Wrong progress counter in Removing Unused Points pass
  • The endlessly repeating warning “This component will be automatically disabled when baking.” When the main component is disabled in hierarchy
  • Invalid value of probes number counter after calculation
  • Warning in console “Releasing render texture that is set to be RenderTexture.active!”
  • Errors in the console after building the project

Changes:

  • Minor changes in the interface of the main component

A very annoying error was found in the update. It was hidden to me due to compilation directives. I just fixed it. I will send an update on demand. Write me an e-mail, telegram or discord.

Hi I have just purchased this asset and it totally destroys my large scene by spamming mesh colliders everywhere! and more than duplicates, on some objects 10+. This is least desirable and will take me hours to remove all that junk. Some assets do not require a collider at all, and lods have there own on another GameObject, things like trees are absolutely spammed with mesh colliders. This makes no sense. Here’s what I would do to fix that. I would cache every collider you add, and remove them after the process is complete cleaning up any collider that was not in the scene in the first place.
Rather than save time, I have paid for an asset that just totally slows down the process. now I see its potential, but if this is not fixed I will want a refund, as this should not have made it to asset store in its current state. NO EXCESS SHOULD BE LEFT IN SCENE. Also it appears to have added sphere Colliders to many point lights.

Hello! I’ve been struggling with a problem for some time because of which colliders are not deleted after calculation. In fact, there is a mechanic that caches and removes colliders from all objects where they weren’t before after calculation. For most cases, this works successfully, but in some cases the problem persists. I will definitely fix this soon.
Please, if possible, join the Discord channel, there I will be able to more quickly provide support.

Hi everybody!

Version 1.4 was accidentally rejected in the asset store (as I was informed), so I took the opportunity and made some corrections and additions.

Bug fixes:

  • Terrain irregularities are perceived as geometry edges

  • Colliders are still duplicated in debug mode

Improvements:

  • Saving a scene before calculation
  • ETA for calculating automatically divided volumes
  • Volume optimization for mixed lighting

It will be available soon in the asset store.

Hi everybody!
A small update 1.4.1 is published in the asset store.

Bug Fixes:

  • Non-optimal code in the “Find Geometry Edges” pass (with a large number of objects on the scene, the editor freezes for a long time)

Changes:

  • ETA calculation algorithm is now more accurate

Hi everybody!
I updated the video demonstrating the plugin. Now it corresponds to reality!

Hello everybody!
Has anyone encountered an error due to which all layers of static geometry switched to “Ignore Raycast”? It happened once to me, but I still did not understand why and still cannot repeat this case.

In one of the passes, my code switches the layer for all static objects to “Ignore Raycast”, then at a certain point everything returns as it was. I’m afraid that there might be some kind of mistake, but this is not a fact.

I would be grateful for the help in solving the problem. If it really exists!

(FIXED in v1.4.2)

I’m trying to adapt Magic Light Probes to different situations. Should I add the ability to place probes along the given lines? This would allow the probes placement on a roads network quickly and accurately.

At the moment, this does not look very accurate…

1 Like

Hi!
In version 1.4.1, an error was discovered due to which, when calculating the volume for the first time, all layers of static objects were reset to “Ignore Raycast”. This bug has been fixed in version 1.4.2, the update has already been uploaded to the asset store and is waiting for approval. To receive the update personally, write to me.

Also in version 1.4.2 the following corrections are made:

Added features**:**

  • Added ability to install probes in manual mode with one click (“MLP Combined Volume” component)

Bug fixes:

  • The “MagicLightProbes.DependencyChecker.DoesTypeExist()” method throws an exception in some cases, which blocks code compilation
  • The first time you add the “MLP Volume” component to the scene, all non-static objects are deactivated
  • Minor fixes in DependencyChecker.cs file

Version 1.4.3 sent to the asset store.

Added features**:**

  • HDRP light source support (experimental)
2 Likes

A new problem was found.

A pop-up window asking to add plug-in main component to the scene in the prefab editing mode

Will be fixed in the next update.

Hey guys!
Update 1.5 ready and sent to the asset store!
Anyone who wants to receive it before it becomes available in the asset store, send me your email address and invoice № in the PM.

Added features:

  • The calculation can now be performed even if the editor window is out of focus
  • Ability to quickly edit in real-time some parameters of the calculated volume (in the current version it is only “Color Threshold”)
  • The light sources in the “Lights” tab of the manager are now sorted by type and mode

Bug Fixes:

  • A pop-up window asking to add plug-in main component to the scene in the prefab editing mode

Changes:

  • Recalculation of automatic volume separation is started only after the mouse button is released
1 Like

In version 1.5, an error was detected due to which it was not possible to complete compilation of the project. The update has already been sent to the store.

Hi everyone!
I added a new feature to the plugin. I’m still working on it but it is already working and will be available in update 1.6. A new feature is the quick editing of the calculated volume in real-time. It runs on GPU and it is very fast!

4 Likes

Update 1.6 sent to the store.

Demonstration of the new ability to quickly edit volume

Added features:

  • Quick editing of volume parameters after calculation

  • Equivalent Volume Filling (GPU)

  • Unlit Volume Filling (GPU)

  • Color Threshold

  • GPU acceleration for some passes of calculation

  • Display progress in editor status bar

  • Display progress on Windows taskbar

Bug Fixes:

  • In rare cases, probes were erroneously placed inside the geometry
  • Incorrect parent volume for a light source
  • Probes removed from combined volume after scene reload
  • Incorrect type of light source in HDRP mode

Changes:

  • Temporarily disabled the ability to set the distance between the probes in the corners
1 Like

Hi there, we bought your amazing plugin! Really helpful!
But some of out project is using .NET 2.0, is it possible to run Magic Light Probe with NET2.0?

2 Likes