Hey!
I’m having some issues with Unity’s lightmapper. I have a set of procedurally generated walls/floors/ceilings, which are UVd in code. The UVs are generated for both UV0 and UV1, and I presume those models will use UV1 for lightmaps. The UV1 of each individual mesh looks fine. It’s packed into the 0-1 range in UV space, so it should all be good. However, on bake, the lightmap gives a rather odd result. All shells are very spread out, and some, more problematically, overlap.
I tried mixing them with Unity’s cubes, just to see what would happen. The shells from the procedural meshes overlap the cube shells as well.
Just one example of how it looks in the atlas:
In the picture above, there’s a bunch of Unity cube shells, and then, somehow, a shell from one of the procedural walls overlapping them.
All mesh renderers have the default LM settings, and the project/bake is using standard UV baking too. I’m baking non-directional LMs, if it matters.
Another image, without the Unity cubes. Overlaps highlighted with the blue circles:
Any help would be very much appreciated
Cheers