Unity Additive Scene Lighting Issue

Good evening. So, I’ve run into what I can only assume is a lighting issue, when trying to additively load multiple scenes. To begin my explanation, I’m using…

  • Unity version 2022.2.7f1
  • Universal Render Pipeline

These are the scenes I’m using & their purpose:

  • ‘GameManager’ Scene: The purpose of this scene is to ‘conduct’ loading and unloading of multiple scenes, as well as maintain data that shouldn’t be reset, across reloading of other scenes. Currently, this scene is completely empty, save one single game object that has the ‘GameSceneManager.cs’ script attached to it. No light in this scene, at all.

  • ‘Gameplay’ Scene: This is the scene that contains the UI, player, terrain, etc. There is only 1 directional light in this scene.

The GameManager scene loads the Gameplay scene in it’s ‘Awake’ function, via the following code:

public class GameSceneManager : MonoBehaviour {

    AsyncOperation asyncLoad;

    private void Awake() { StartCoroutine(LoadAsyncScene()); }

    void Start() { }

    void Update() { }

    IEnumerator LoadAsyncScene() {
        asyncLoad = SceneManager.LoadSceneAsync(2, LoadSceneMode.Additive);
        while (!asyncLoad.isDone) { yield return null; }
    }

}

In doing so, the ‘Gameplay’ scene does load but it looks like it was dipped in raw sewage. Additionally, if I change the active scene to the ‘Gameplay’ scene via a keypress in Update, the lighting issue is magically fixed…somehow.

In the image below, the first image is what it ‘should’ look like and is what occurs when the ‘Gameplay’ scene is loaded on it’s own (non-additively. The 2nd image is how the ‘Gameplay’ scene looks, once it’s loaded additively to the GameManager scene (see code aove)

My question is this:

  • “Is there a way to keep the ‘GameManager’ scene as the active scene, while completely ignoring/destroying/forgetting the ‘GameManager’ scenes lighting and ONLY use the lighting within the Gameplay Scene?”

I’ve already tried doing multiple things mentioned regarding lighting, baking it, etc. from a large number of forum posts & Youtube video tutorials, with no luck. Any help is appreciated. Thank you…

Update: If I copy the directional light from the Gameplay scene to the GameManager scene & disable the light in the Gameplay scene, the lighting issue is fixed. My biggest hang-up is why I can’t just tell Unity to prioritize the lighting of one scene over the other, without having to change the active scene. Again, any further insight is appreciated. Thanks in advance!
9886500--1426707--upload_2024-6-12_8-10-47.png

Another update: So, I found a work-around I can use, for the time being. If I copy the Directional Light from the ‘Gameplay’ scene into the ‘GameManager’ scene, do not disable the ‘Gameplay’ scenes light, & turn the Emission Color to pure black (#000000), then the lighting issue somehow gets fixed. This isn’t the most elegant and/or ideal solution, because the ‘GameManager’ scene shouldn’t need a light to have other scene lighting work correctly, but it’s what I’ve got for now. I’ll leave this question here in hopes that someone knows why the engine isn’t acknowledging any other scenes lighting as the primary, over a scene with no lighting. Again, any thoughts/feedback/assistance is appreciated! :slight_smile:
9886557--1426728--upload_2024-6-12_8-43-3.png

9886557--1426734--upload_2024-6-12_8-43-14.png

9886557--1426728--upload_2024-6-12_8-43-3.png
9886557--1426728--upload_2024-6-12_8-43-3.png

Hi.

We somehow have a similar problem. When I load an additive scene, the scene view becomes incredibly bright as soon as the camera looks down from above. The problem persists even after I have unloaded the additive scene.

Somehow Unity has a problem with this since the latest version. In older versions it worked without problems.

If I set the active scene to the loaded additive scene it works. But when I unload it doesn’t work again even if I change the active scene to the main scene.

Strangely enough, only in the build

Have you found another solution? I’ve been working on this problem for some time now.

Thank you and have a nice day

We also encountered the same problem recently, have u found a solution yet?