Search Issue Tracker
Fixed in 5.3.0
Votes
0
Found in
5.0.0b13
Issue ID
647417
Regression
No
[Terrain] Long baking times for non-default terrain sizes
To reproduce:
1. Create a terrain
2. Resize it to 100x100 or 1000x1000
3. Notice how much longer it gets (due to Clustering for smaller ones or LightTransport for bigger ones)
Full data for default terrain with only size changed (cache was cleaned between every bake):
goo.gl/KSW9ky
Will users be required to change parameters based on the size to make it more optimal? Can we do it ourselves?
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