Unity 6 URP | When load new scene, the Environment Lighting does not affect all objects

Unity 6000.0.25f1 URP Windows, happens in both Editor and Build.
Hi, this is the scene by itself.

This is it when loaded from another scene in runtime. The scene is much darker.

I then boost up the environment lighting, and see this. Turn out, all the rocks are not receiving environment lighting. The rocks and the cubes are all static objects, I can’t see why they’re different in
this setup.


Anyone experience this bug before?

Edit! no, this is not the answer, it brings back the environment lighting, but erase the baked APV probe lighting.
Old text:
I manage to make it work by doing a hack:

       probeRefVolume.SetActiveScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
            if(probeRefVolume.isInitialized)probeRefVolume.Cleanup();

the hack line is probeRefVolume.Cleanup, it somehow force the system to evaluate the probe volume. But I expect the probe volume of the scene to auto update when we load it, so this is still a bug.

What are you trying to do?

Load a scene during gameplay and have it inherit environment lighting?

I want it to have correct lighting like when I see it in its respectively scene. When load this scene from another scene, the lighting is dark. This issue is related to Adaptive Probe Volume did not load the probe’s data, but at the time creating this topic, I don’t know about it, so the topic should be in Graphics.

I see so you’re using APV, but the second scenes probes aren’t loading?

Did you bake these scenes separately or at the same time?

I believe the proper process is to setup multiple scenes, load them at the same time and bake their respecting probe volumes with the same lighting data asset. But I could be wrong as i do not use APV in this way.

I reccomend asking for the correct process for multiple scenes with APV in the APV thread.

Adaptive Probe Volumes (APVs) experimental release for HDRP in 2021.2 - Unity Engine - Unity Discussions

Thanks, I mark this topic as solved because I put it in wrong place.
further debug showing that the probeRefVolume.DataHasBeenLoaded() return false, which is what I’m heading to, how to force the data to be loaded.

I see, as an FYI you can further visualize this issue by using the lighting debug mode in the render debugger. This will also let you visualize probe data aswell. To see if it is loaded at all.

When I open the Rendering Debugger > Probe Volumes tab, the scene renders correctly. I need to ping Unity dev to ask what that tab do when inspected.

It may be faster to submit a bug report with a reproduction scene. But the APV thread is very active.

1 Like

yes I’ll go there!