#no what s that
1 messages · Page 1 of 1 (latest)
Are these boxes made in Unity or did you import them?
If you imported them you may need to create lightmaps for them.
I imported the textures
I imported the ground and box textures
2021.3.19f1
ok. and did you also import the boxes/walls or did you create them in Unity?
I am asking because if you created them in Unity then they already have lightmap UVs created for them. But if you imported them you would have to create them either manually in your 3d software or automatically in Unity.
Oh, I created them in unity
Ok cool. then that is strange 😄
Do you know how to switch your viewport to show UV charts?
yes
is your Lightmap resolution low by any chance?
My settings are in the original image
yeah I saw the settings they should be more than enough but maybe the scale of the objects is huge
The walls are 7m tall and 12.5m wide
hmm, they are perfectly fine.
this should not be happening.
this dark thing looks like compression artifacts.
And are they all set as static? and Generate GI?
yes, all of them
a couple of them are not static because I don't want them to react with light
I don't think they'll affect the overall lighting tho right?
The dark ones aren't static
Ok... I see something that looks like weird shadows. Do you have any lights in there or just the emissive materials?
Just materials
Is there another way to light the scene? I just need some temporary lighting while I work on the gameplay
of course.
you could use regular lights. i.e. a directional light. or a point light. or very broad spotlights, and set them to mixed if you want to have real time shadows for the moving objects.
the lighting will be baked, but the shadows will be real time in mixed.
that is the better way to do it, if that is what you were trying to achieve.
I can't use directional lights since when I do use them they make one side of objects completely black. I'll try using a very broad spotlight
yeah or position point lights at every bright patch