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Fixed in 5.2.0
Votes
15
Found in
5.0.0b18
Issue ID
659042
Regression
No
Realtime GI is broken if LoadLevelAdditive is used
How to reproduce:
1. Open A.unity scene, let it bake GI. Open B.unity scene, let it bake GI.
2. Open A.unity scene again.
3. Find World object and make sure that "Load Additive" checkbox on World script is not checked.
4. Run the scene. You will see that the Qube on the Quad has indirect lighting around.
5. Stop playback, check "Load Additive" checkbox and run the scene again.
6. Scene B is loaded additively to scene A and both qubes now don't have any GI.
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robstardotstar
Jul 13, 2016 14:41
Still broken in Android/iOS Player as of 5.3.5f1
Doctor_Mozg
Apr 25, 2016 21:28
Fixed in the editor and not fixed in the player.
freerangegames
Mar 14, 2016 23:59
This is not fixed
Xander-Davis
Sep 15, 2015 16:19
PS: I've gotten around this by tagging game objects I want to keep persistent as 'Don't Destroy on Load' via PlayMaker
Xander-Davis
Sep 15, 2015 16:17
Still seems broken in Unity 5.
superme2012
May 30, 2015 20:14
Im getting this problem, 5.0.2f1 personal - Windows 7.
Its marked as resolved?
jnt
Mar 18, 2015 11:02
@mumasboy Yes, that's our core problem too, baked lightmaps not loading. We're not so worried about the Realtime GI as we are about the Baked GI. When I logged the Baked GI issue, Unity QA said it's probably linked to Realtime issue and so they are bundling them together for now.
Mumasboy
Mar 16, 2015 12:08
Am I right in assuming that people are seeing this happen with baked lightmaps as well? i.e. not just the realtime GI.
Seems to me that the switching from Beast to Geomerics has caused more and wider problems than it supposedly fixes... especially seeing as the vast majority of users are producing games for mobile as so do not benefit from all the fancy new features. Shame Beast wasn't kept on as an alternative legacy system - I kind of liked it.
topofsteel
Mar 16, 2015 01:23
Agreed! I am frustrated they released 5 without this working also. I demoed the realtime GI to a client and now have to switch scenes old school bottleneck style, stairways, double doors...
jnt
Mar 11, 2015 13:15
This is also a massive issue for our game. Additive load has no real benefit without this working. But regardless of what method you choose to load the levels, having multiple lightmaps seems to be the core problem! We've spent hours coming as close as we can to having the lightmaps load and match correctly to the renderers - we managed to change the renderer index and scale successfully - only to find that the actual properties we need seem to be embedded in the Lightmap Snapshot file which we don't have access too! It is becoming very frustrating trying to work this out so that we can get on with developing our game. No-one from Unity seems to have any inkling that this is even a problem.