[Unity 2018.2.x - 2018.3.x] Multiscene setup warning spam issue

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

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I wrote a script that allows to copy lighting settings. Perhaps it’s useful if you want to write a tool to adjust those hundreds of scenes automatically.
https://bitbucket.org/snippets/pschraut/LeykeL

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Thank you, that will definately make it easier.

But I don’t think it’s possible to automate the process, since it grabs the lighting settings directly from the editor window, and then pastes it to different editor window. Unless it’s used along with some clever click bot. Or maybe an automatic lighting settings window opener.

Setting scene active, openning lighting window, pasting settings.
Might work actually, but I’m not sure if it’s possible to open the the lighting window from the script. Will have to investigate that.

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Same problem here, but instead I get the warning

Your multi-scene setup may be improved by tending to the following issues:
1/2 scenes use a different bake backend.

. Is it wrong to have UI in it’s own scene? Or have a “dontdestroy” scene? I don’t see why ALL scenes need to have the same baking or lighting settings.

This this thread: https://discussions.unity.com/t/699161

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Yeah, that thread ended with Unity saying “it’ll be addressed (somehow) in 2018.2” but here we are.

If I disable the GI options, if I disable the lightmap options, it should stop spamming these errors. Pretty simple, huh?

I had two scenes with everything disabled and it still whined that the DISABLED GRAYED OUT OPTIONS were different between the two scenes. Argh.

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I agree

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This is terrible and I can’t believe this hasn’t been fixed yet. Has anyone found a workaround? The Warning spam is driving me nuts :///

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Also looking for the solutions of this issue.
I’m working on Maintainer plugin, which loads scenes to scan them for issues or references and unloads them back.
Scenes are loaded additive to avoid resetting Hierarchy state of the current scene where user works.

And as you could guess, it generates lots of such warnings.

Would be nice at least have a chance to disable those warning temporary from editor scripting.

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It would be fantastic to get ANY update on this from a dev. This should not take long to put into the next hotfix, right? Please, either disable the warnings completely or give us the option…

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Does anyone tested the recent Unity 2018.3 beta? Is it the same behavior there?

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@VergilUa still happens =\

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Yeah, can confirm that this is still an issue with the 2018.3.x beta.

Bump

Same problem here. Don’t know what to do with that.

Your multi-scene setup may be improved by tending to the following issues:
1/2 scenes use a different bake backend.

I have 2D mobile project and I don’t use lighting and baking at all. I just open AdditiveScene.

According to the public issue tracker, this bug should be fixed in 2018.3 actually:
https://issuetracker.unity3d.com/issues/mse-in-play-mode-inconsistent-lighting-settings-warning-is-thrown-when-gi-is-disabled

It’s only related to GI turning off. Haven’t tested it, but on my current setup nothing has changed. (Unity 2018.3.0b1)

What we want is complete disable option for these types of warnings. It will still trigger if you’ve got anything that missmatch with the current active scene.

Now I really think I need to write a proper, separate, logger and replace the default one.

Ended up using UberLogger and writing a custom filter for it. Now every annoying warning can be blocked at last. Although, now Uber Console renders default Console completely useless.

(free @ github)

Also, I’ve experimented with default Unity’s API related to logging. ILogHandler override also does the trick, but for some reason it completely ignores messages from the Editor (which is Lighting Settings warnings are). So it’s useless as well.

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This is what happens when Unity sticks to it’s guns and doesn’t provide suitable API so we can match scene settings.

Problem is, they aren’t even required to be matched because those settings never used for those scenes. Warnings are simply nuisance at this point.

I can imagine why Unity Team decided why the warnings needed. Because it’s easier for beginners to find out where they’ve messed up.

Second problem - almost no beginner use multiscene setup. And if they do - it’s more than likely they’ll understand what’s went wrong with their lighting setup.

Unity 2018.3.0b1 introduced extendable settings menu. Adding another option for these messages doesn’t seems to me as something extremely hard to implement, and would save a lot of time wasted on unnecessary headache.

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