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By Design
Votes
0
Found in
2020.1.0a14
2020.1.6f1
2020.2
Issue ID
1280340
Regression
Yes
The built-in Cube primitive has overlapping UVs when trying to bake Scene's lighting
How to reproduce:
1. Open the attached project named "Case_1280340"
2. Open the Sample Scene
3. Open the Lighting window and click Generate Lighting
Expected result: Scene's lighting is baked with no issues
Actual result: Overlapping UVs error is thrown for the built-in Cube primitive
Reproducible with: 2020.1.0a14, 2020.1.8f1, 2020.2.0b6
Not reproducible with: 2018.4.28f1, 2019.4.12f1, 2020.1.0a12
Notes:
1. Reproducible with SRP as well. Tested with URP 8.2.0
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Resolution Note:
The issue is not a bug and is due to the low lightmap resolution, resulting in the overlapping lightmap UV faces of the baked cube mesh. To fix this issue I would recommend setting the Scale In Lightmap value on the Cube gameobject (in the Inspector) to '1.33' or higher and rebaking lighting. Doing this would fit all the unwrapped cube UV faces into the lightmap atlas without overlapping. Alternatively, I managed to fix the issue by bumping up the Lightmap Resolution (in the Lighting window) value to '15' and rebaking. The reason why the warning message wasn't showing up in the previous versions is that it has been introduced in that version.
Please note, that the Lighting team is working on the smarter packing solutions of the lightmap UVs to improve the memory management for the lightmaps.