In my project multi-scene setup is used, and the order of their loading doesn’t change, like ever.
That is ensured by my own tool. Which always loads the scene with proper lightning settings first, then, every auxilary scene. It never causes the lighting to be different.
With the addition of fool-proof check warning system, I keep getting console spam about lighting settings missmatch, each time I load scene setup in editor, or runtime.
Thing is - I don’t need those checks. Since I do only set the lighting settings once, for the “core” scene.
I need my console be clean, so I’d rather catch my own warnings if those occur.
There’s four options in my case:
Either get rid of every Debug.LogWarning in the project and replace it with .Log / .LogError and disable warnings completely.
Or, replace hundreds of scene lighting settings manually, since there’s no access to the lighting settings in the script.
Or, write a horrible workaround that hooks to the PlayStateChanged event and clear the console. That would lead to the errors that crop up on load to be undetected though, so it’s not really an option.
Or, rollback to the 2018.1. I like the changes done to the ECS & Addressables, so I’d rather want to stick to the 2018.2.
Simple solution from UT side would be to place the “warning” check box somewhere along Editor settings, or preferences.
This went completely ignored in the beta section throughout the beta dev cycle.
It went ignored in RC. Now it’s in the release. Well done.
Here’s previous thread to this:
@kemalakay @thefranke Will there be any future changes to this behaviour?
Edit: Still a problem for 2018.3.x