This not yet a bug report, because I can’t think of a way to making an easily reproducible one, but any information would be welcome.
I have the following issue.
Using Unity 2021.2.16f1, I’m doing overnight bakes of one 2k map, with the GPU Lightmapper (GPU: 6800xt 16GB), with a million indirect rays. The amount of rays I put for overnight is based on my daily bakes (like, if I’m doing rough half hour bakes during the day, I do a x16 or something to the indirect rays for overnight).
The next morning, I (always? I’m not sure) find the lightmapper in the following state:
It is at 99% and says finalizing bake, the timer says there are 0 to 8 minutes left (and there is nothing weird on the console).
Then the time left goes to 0, it stays like that for a minute, then the timer goes back to 7-8 minutes. ← This repeats forever (? I have waited up to 6-7 more hours, I haven’t tried leaving it for, say, another day).
Basically as evidenced by our slack this morning, I just keep going through this rollercoaster of emotions:
I’m not sure if it’s stuck, or if the timer is just wonky and it’s actually doing stuff and it just needs a lot more time than I have (and it has) calculated?
Now. If I manually stop it, half the time I get a pretty decent lightmap (not sure if it’s a million rays worth, but it’s clean), and half the time I get “Assertion failed on expression: ‘m_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()’” and no lightmap.
The same project, same scene, bakes fine with more “sane” (sane=100k) indirect sample values.
I can’t narrow this down easily, since testing if it happens again is an overnight thing, so testing for reliable repro is an overnight thing.
I do welcome any information if anyone else has stumbled upon this, or if a dev can provide any insight on what the “Assertion failed on expression: ‘m_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()’” means.