Search Issue Tracker
Fixed in 2017.1.X
Votes
0
Found in
2017.1.0b4
Issue ID
908150
Regression
Yes
[Lightmap Format] Switching Platform from PC to Android/IOS causes Lightmap conversion to throw assert
If a lightmap has been generated for PC/desktop and platform is switched to Android/IOS, an assert is thrown and the lightmap is converted incorrectly
1. Open the project 'LightmapPlatformSwitchAssert'
2. Open the scene PlatformSwitchAssert
3. Set scene view visualization mode to 'Baked Lightmap'
4. Go to Build Setttings
5. Select Android as platform and click 'Switch Platform'
6. Observe and assert is thrown during lightmap texture conversion
7. Observe the lightmap in visualization is white (extremely overbright)
8. Click Generate Lighting
9. Observe baked lightmap is now correctly generated with the correct texture format.
Tested in 2017.1.0b4
No assert error in:
5.6.1f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment