Search Issue Tracker
Not Reproducible
Votes
0
Found in
2020.1
Issue ID
1180610
Regression
No
LightingData is used to fetch the scene guid
So we basically store the scene guid of the scene the atlassingData was baked for, but then we don't store the scene guid in the actual hash. This means that if you bake 2 scenes that look the same, the second scene will try to use the first ones atlassing data since it would be the same, but then fails when it is trying to write the Lighting Data Asset since the scene GUIDs are different. A fix for now is to include the scene guid in the atlassing hash so that the scenes can't share this, but it would be good to not fetch the scene guid from the atlassing data.
This bug appears currently when trying to bake 2 exact scenes after each other and the second one will always fail on the Write Lighting Data Asset step.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Trees painted on a Terrain are not affected by any Wind Zone when those trees are part of an LOD Group
- "Draw Additional Lights Shadowmap" calls increase when custom MaterialBlockProperty is used
- Crash on _platform_memmove when importing the "Dragon Crashers - URP 2D Sample Project" to a new 2D project
- "Shader is not supported on this GPU" warnings and and shaders are not loading when building the project for non-Chromium browsers
- [iOS][URP] The screen flickers and the "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously
Add comment