Hi there!
We're having problems synchronizing our Beast light maps with external version control. Even if we synchronize the asset files (the actual geometry) and the meta files, the generated light map UVs are not updated. So we figure that the actual UVs have to be stored elsewhere. Does anyone know where that is?
Thank you!
Context:
If you want to use Beast light maps, you (usually) have to let Unity generate a set of light map UVs. (See manual)
You basically can’t do that (or you shouldn’t). The idea is that “Secondary UV” is generated on first import, which means if you put FBX file in your source control system then SecondaryUV will be generated on each users machine. To answer your question: they are stored somewhere in a Library folder, but you shouldn’t put that on source control.
Why do you want it on source control? I know one reason to do it: it might generate different UVS on Mac and Win in some cases, but besides that you should be fine by generating them on each computer.