Unity 6000.0.22 Adaptive Probe Volumes is not loading

Im using HDRP 17.0.3

My probe volumes lighting not saving.
Here is the video showing that it is not loading in editor mode when opening scene:
[https://youtu.be/vQHWw2bo9y8](Unity 6000.0.22 Adaptive Probe Volumes is not loading)

Not loading when I load this scene additively (Main scene is just Canvas with ui buttons).
And even when I load it manually in code it is not loading too.

Approach 1: not working
ProbeReferenceVolume.instance.SetActiveScene(scene);

Approach 2: not working
ProbeReferenceVolume.instance.Cleanup(); ProbeReferenceVolume.instance.SetActiveBakingSet(MasterManager.Instance.probeVolumeBakingSet);

The only way it worked, is in play mode press bake button on adaptive probe volumes.

I have “Main” scene for menu
and “Room-5” scene is loading additively <–Adaptive Light Probes in this scene

I resolved the issue, although I’m not entirely sure which specific step made the difference. Here’s what I did:

  1. I opened the main scene and an additive room scenes, and baked the lights using only Adaptive Probe Volume (bypassing the Lighting tab).
  2. For each additive scene combination (e.g., main+room1, main+room2, etc.), I created a unique Baking Set.
  3. During Runtime: when an additive scene is loaded, I immediately make it the active scene and call the following two lines:
ProbeReferenceVolume.instance.SetActiveBakingSet(MY_BAKING_SET_FOR_SPECIFIC_SCENE);
ProbeReferenceVolume.instance.lightingScenario = MY_BAKING_SCENARIO_FOR_THIS_SPECIFIC_COMBO;

This workflow seems to have addressed the problem in my case. I hope this helps anyone facing a similar issue!

2 Likes

Hey,
It seems odd; the APV data should be saved when you save the scene, and you should be able to retrieve it when reopening the scene, regardless of whether this scene is opened additively or not.
I tested it in Unity 6000.0.22 but couldn’t reproduce the issue. I created an empty Main scene and a Room01 scene with geometry and lighting. After baking Room01 using APV and saving it, I closed that scene and opened the Main scene. When I loaded Room01 additively, the APV lighting appeared correctly. Could you try reproducing it with a simpler setup, like creating two new scenes with just a few cubes? If you can reproduce the issue like this, could you share the project?

During my investigation, I found that manually assigning the Baking Set in the Lighting Window wasn’t functioning correctly. For instance, when I had a Room01 scene and a Room02 scene, each baked separately with different Baking Sets, I couldn’t select which Baking Set to use when loading them additively together. Dragging the Baking Set into the Lighting Window does not work. This doesn’t seem to be the same issue you encountered, but I created a bug report for it.

2 Likes

Hi there, I have same problem, when I load a scene from another scene, the new scene APV not working.
I call this code on Start.

probeRefVolume = ProbeReferenceVolume.instance;            
probeRefVolume.SetActiveScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
            Debug.Log($"using baking set:{probeRefVolume.currentBakingSet.name.ColorMe(kColor.darkPink)} | loaded {probeRefVolume.DataHasBeenLoaded()}"); 

The debug log shows correct baking set, but data loaded is false.
using baking set: Test Navigation Baking Set | loaded False
So, I think to resolve this issue, we can force the APV to load the data of this instance, but how?

For me everything works fine in the editor, but running on device or standalone giving me this error: “One or more data file missing for baking set [SET_NAME]. Cannot load shared data.”. Have tried to toggle Probe Volume Disable Streaming Assets and using scene (and assets) as adressables, but for some reason the scene can’t find/load and assign the assets when I load in the new scene.

6000.0.30 Still experiencing this bug

1 Like

Any updates on this? Recently been experiencing this myself.

1 Like

Also experiencing a bug when loading into the world with additive scenes. APV is not working when loading from another scene.

1 Like

Run into the same bug on unity 6000.0.33f1 with a very simple setup of one global scene which loads a scene additive via Addressable and then set it as active scene to use the lightmaps and APVs from the additive loaded scene. It works in Editor without problem but not in builded game. Please fix this…

1 Like

Seems to be happening in 6000.2.8f1 as well. Data for APV seems to just be silently dropped when loading scene and its dependencies from AssetBundles :frowning:

They seem to have fixed this in 6.3