Ayfel / PrefabLightmapping

Script for saving lightmapping data to prefabs. Used through the Assets tab in Unity. Place your prefbas in the scene with this script at the root. Set up your lighting and in the editor go to Assets->Bake Prefab Lightmaps. After is processed you can now spawn your prefabs in different scenes and they will use the lightmapping from the original scene.
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Lightmaps Too Bright on Android Bundle #66

Closed art3miz18 closed 3 months ago

art3miz18 commented 5 months ago

Hello, I have been using these scripts to create preffabed Lightmaps that could then be used in conjunction with Asset Bundle, i am building the same for 3 platforms (Android Web and Editor/Desktop) it works fine in both apart from Android. the asset Bundle is loaded with Exposed lighting in the scene when built and run on android

Ayfel commented 5 months ago

Try switching in the editor to Android in your build settings and make sure the prefabs look fine there in the editor. Sometimes when baking lighting from Windows or some other platform, your android one might look different. As a reference I use the same method with asset bundles for all platforms (Android, Mac, IOS, Windows, Web) with no issue so I would suspect is something else.

art3miz18 commented 3 months ago

marking issue as closed, It did fix the issue the main problem was between the lightmap format once the baking was done. i ended up using automatic compressed RGB 32 bit and yeah of course changing the build platform to Android while building the lightmaps fixed these issues

thanks again @Ayfel