i have all my walls set to static and using point lights as baked. ive tried a bunch of different scenarios, but cant get some walls to show the baked light . in this pic it only shows half of the wall and in others not at all. where should i look to fix this?
update- when i bring in a new prefab of one of the walls into the scene it does show the baked light, but once i put it as a child of the room parent then bake it goes back to not baking the light on that new prefab wall.
see how it looks on the baked lightmap.
from the looks of things the lightmap packing is borked.
I can advise two things:
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you want those squares to be evenly sized across your objects, unless the object importance is very low. Bigger squares mean lower resolution relative to other objects. But otherwise they should be even.
Seeing this much difference is very wrong. To correct this adjust lightmap scale om the object, you should be able to see the change visually. -
You might want to adjust the lightmap uv settings in the import settings.
The first issue is the primary one for sure tho. Correcting that would also allow for lower resolution lightmaps too.
The mesh probably has bad, maybe overlapping, lightmaps UVs. Either author some yourself or use the Generate Lightmap UVs option in the mesh importer. Unity - Manual: Generating lightmap UVs
i did use the generate uv selection in the model settings already. seems it could be a bug in unity, if i deactvate that asset and open another in the same scene then bake. then reopen the first asset i can see the light on the walls but once i rebake the original asset again then that wall shows half
here is something interesting. the two pics are on that wall object lightmap scale set to 1 and then 2. you can see it only changes
the part of the object that receives light from our original pictures
i figured it out. there was something behind that wall getting in the way of the light map. i notice this with the light map view active and then moved the object forward.