Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.3.0f1
Issue ID
744875
Regression
No
[RealtimeGI] Inconsistent trees lighting in built application when using Precomputed Realtime GI and Application.LoadLevel
Steps to reproduce:
1. Download and open attached project (link in edit notes)
2. Open 'EditorScene'
3. Rebuild lightmaps with current settings
4. Build and run the game with 'EditorScene' only
5. Build and run the game with both 'MenuScene' and 'EditorScene' (you'll need to click start to load 'EditorScene' then)
6. Compare the lighting of two builds (lighting where the 'EditorScene' is loaded directly is way brighter as if lightmap wasn't loaded correctly. See screenshots)
Note: lighting in editor is always the same regardless of whether 'EditorScene' is loaded directly or through 'MenuScene' using LoadLevel (it looks similar to the lighting in built game when the 'EditorScene' is loaded with Application.LoadLevel)
Reproduced with: 5.3.0f2, 5.3.0f3, 5.4.0a5
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Asset Bundles] A new bundle hash is not generated when the name of a serialized field is changed
- "Editor unavailable" message is displayed when navigating to "Get set up" tab in Unity Hub
- Icon section shows incomplete message and unusable check box in Build Profiles and Player Settings window instead of “Not applicable for this platform” for Dedicated Server Platform
- Assets are created in the Package folders when creating assets via custom buttons in the Inspector window or other windows
- “Select” windows are named differently on Windows and macOS
Add comment