Selected texture format 'ARGB 16 bit' for platform 'DefaultTexturePlatform' is not valid with the cu

Whenever I try to bake lighting I get the following error:

Selected texture format ‘ARGB 16 bit’ for platform ‘DefaultTexturePlatform’ is not valid with the current texture type ‘Default’.

I don’t know exactly what it means. I’m guessing I have a texture somewhere in my project set to ARGB 16 bit and I need to change it to something else, but that’s just a guess. I did some searching and found other people posting the same problem elsewhere but I cannot find a fix to it. If it is a texture that I need to change, is there an easy way to find that specific texture in a massive project? I tried searching for “Texture” in the project hierarchy but that only returns a huge list of folders labelled Textures and there are way too many of them to search through manually thanks to all the asset packages I’ve downloaded.

Edit: We’re able to get around this issue by using Baked Indirect lighting instead of Shadowmask. If we find a more proper solution we’ll post it here for anyone who finds this and isn’t okay with Baked Indirect lighting in their game.

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I’m facing the same…and the baking never seems to stop. I’m listening to what you find :slight_smile:

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I have the same issue… The only workaround as mentioned is using Indirect lighting as lighting method. If I find a better solution I’ll post here

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I got the same issue and I found that the generated texture called “Lightmap-0_comp_shadowmask” has no valid format in the Inspector. There is an error message just below this parameter.

Same… apparently it’s a known issue that just hasn’t been fixed… as a temp workaround to get rid of the error for now, unchecking ‘Compress Lightmaps’ does the trick:

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Facing the same issue here, the problem is the shadowmask lightmap texture that has been generated. A solution I figured out for now is to select the “android Icon” as default texture platform in the inspector window (P.S developing for android)

2020/01/04, Unity 2019.3.0f3, and the bug is still there :S
Is there any way to automate applying the correct setting to the texture?
Also which is the correct format for it?

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You can use the AssetPostprocessor for auto setting texture platform setting.

Yup, bug is still here.
If it is not a bug, someone should remove it from the console.
If it is still meant to be seen but does nothing, put it in warnings.

How?

2019.2.18.f1 user here - I can confirm that this bug is still present. I can’t tell if it has any implications beyond that error message though.

bump 2019.3.3f1

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same here!

Same

You can just set the Lightmap-0_comp_shadowmask.png format to “automatic” in the Inspector after all.

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Hello guys! I think I found a really useful blog to show that we have chance to avoid this bug. We can turn off the “Compress Lightmaps” in the Lightmapping Settings which in the lighting component;
https://joyful-coding.tistory.com/11