#then how do I adjust the settings so
1 messages · Page 1 of 1 (latest)
That depends on what type of UV overlap issue you precisely are having
UVs could be missing, which defaults to using channel 0 UVs or ordinary texture UVs
Fixed by enabling generation (or manual lightmap UV unwrapping which I do not recommend)
I was using the automatic lightmap generator
What is that?
That usually solves the issue of the UVs missing, assuming you get all the meshes
mhm
UVs could also be lacking margins/padding, for example if the UVs are generated with too low minimum lightmap resolution relative to the resolution you're baking at
As the warning suggests you can use scene window visualization modes to troubleshoot the precise nature of the issue
https://docs.unity3d.com/Manual/GIVis.html
White means no overlap, grey/black means no lightmap data at all
Red would mean UV overlap
let me bake the lights again
The grey objects are likely not static or not set to receive baked GI from lightmaps
Can you show this uncropped
Doesn't make a lot of sense to me, the preview and error imply there are lightmaps but with some overlap
Whereas the scene view shows no lightmap on the floor to be found at all
Still dark grey checkers after baking again?
I would try making a test scene with just the floor, a light and nothing else and baking that
@silk sorrel
This view is reporting UVs a-okay
yes
So do issues still appear in shaded view or lightmap debug view?
can I just manually edit the texture? lmao
I am going to explode@silk sorrel
I have an invisble object that resides inside the walls to prevent light from leaking through the door
I guess it wasn't thin enough and it was blocking the light from hitting the wall

Solved then, I hope?
The most important thing when troubleshooting is question and verify your assumptions ^^
Test scenes with only a few things in them are helpful for that purpose
so true