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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Weird UVs in Android build #71

Open JuanPayanAlternova opened 3 weeks ago

JuanPayanAlternova commented 3 weeks ago

Hello Ayfel, not sure if you are still active in these issues. I just have a weird bug and i am not sure if its due a miss configuration or something that i am missing. So i have prefabs that i instantiate through local addressables. After loads of testing the seem to correctly retain the light info as they were when i baked them. However, when i open it in a build, some objects have artifacts, as if their UVs were tiling.

This is how the prefab being in the scene should look like: image

This is in a Android oculus build, as you can see there is some tiling or UV wrapping, just wondering where to look at. image

Ayfel commented 3 weeks ago

Hi @JuanPayanAlternova, normally this issue has to do with missing shaders in the build due to shader stripping, did you already investigate this? Check the Readme again if not. (I also have seen this happen with certain URP cases)