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Just got my copy! Am very pleased and a few queries…
- After combining, my light map disappeared. How do I get it back on the combined objects?
Edit: I found the batching method menu and I also understand the stuff below so you can ignore it. The original group stayed because it still contained my collision geometry but disabled all the meshes. The only thing I'm confused about is my lightmap and how I can batch the light map together? Many thanks
//Old: I'm confused… There seems to be 3 groups now… the original group of objects, a new batched group of objects, and a third group which is a copy of the original group but disabled. — Is this how it's meant to work? I thought it would simply replace my original group with the batched group.
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Last edited by Essential; 04-03-2012 at 06:19 AM.
i just bought this product its brilliant but,after batching i then bake a beast lightmap and it gets lots of odd artifacts all over the place,and its only on the batched meshes,can you help please.
just another note after reading about bake lightmaps before batching i did that and soon as i batch the shadows disappear
Last edited by paul4tune; 04-03-2012 at 08:34 AM.
I'm having the same problem. I realized I needed to redo my lightmap after combining (I'm unsure why the manual states to do lightmapping before combining) but it still has artifacts. Tiling is set to 1,1, Offset is 0,0 and all textures are set to Clamp.
im just doing a little test now with one batched item if that doesnt work then i cant lightmap batched meshes,which makes the hole thing a waist of time
doesn't work i did my lightmapping before batching,i then batched my meshes,soon as it finished batching the shadows removed from the batched meshes,unless im missing something,
the only other thing i can think of,is it only supports single lightmaps.
no this doesnt work either,im at a loss
Last edited by paul4tune; 04-03-2012 at 09:02 AM.
Just curious, is your object using a repeating texture? Like a cube for example?doesn't work i did my lightmapping before batching,i then batched my meshes,soon as it finished batching the shadows removed from the batched meshes,unless im missing something,
the only other thing i can think of,is it only supports single lightmaps.
no this doesnt work either,im at a loss
If it helps to see my problem, here's my combined scene when lit by lights…
…and here it is after processing the lightmapping…
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does anyone have his email,
lightmapping with batching
lightmapping without batching
it would be nice to get some reply,if communication is going to be an issue then maybe you should provide some kind of email
Hi,
Essential and paul4tune : Thanks for the feedback and suport
The problems that you are facing with lightmaps are usually produced by using meshes with overlapping uvs or uvs outside the 0-1 range.
Overlapping uv means that more than one uv coordinates correspond to the same pixels on a texture
In the above picture, you can see how a uv map with overlapping uvs looks like.
For instance, the cube prefab in unity has overlapping uvs.
The above limitation is described in the documentation. You can also see me having problems with overlapping uv in one of the video tutorialsThe idea is that the models do batch without problems but the lightmaps and the normal maps are messed up. So, make sure that you do not use overlapping uv.
If it is not the case, would you like to provide some example scene so I could test 'em out ?
-Ippokratis
Batching Tools : Batch draw calls easily.
Toon Shader Mobile: Good for mobile, fast and beautiful.
Toon Shader Desktop: Good for desktops, more advanced.
Thyella : A small game prototype on Kongregate
Ahh I bought the pallets of the asset store so didn't do the uvs,looks like I'll have to export the meshes and redo them myself,is it possible to overlap different objects,like if i have 2 different pallets on the same uv,
Hi,
Essential and paul4tune : Thanks for the feedback and suport
The problems that you are facing with lightmaps are usually produced by using meshes with overlapping uvs or uvs outside the 0-1 range.
Overlapping uv means that more than one uv coordinates correspond to the same pixels on a texture
In the above picture, you can see how a uv map with overlapping uvs looks like.
For instance, the cube prefab in unity has overlapping uvs.
The above limitation is described in the documentation. You can also see me having problems with overlapping uv in one of the video tutorialsThe idea is that the models do batch without problems but the lightmaps and the normal maps are messed up. So, make sure that you do not use overlapping uv.
If it is not the case, would you like to provide some example scene so I could test 'em out ?
-Ippokratis
ok i exported the pallet re uv'd it without overlapping any uvs at all,and i got the exact same outcome,so whats next
Hi,
Essential and paul4tune : Thanks for the feedback and suport
The problems that you are facing with lightmaps are usually produced by using meshes with overlapping uvs or uvs outside the 0-1 range.
Overlapping uv means that more than one uv coordinates correspond to the same pixels on a texture
In the above picture, you can see how a uv map with overlapping uvs looks like.
For instance, the cube prefab in unity has overlapping uvs.
The above limitation is described in the documentation. You can also see me having problems with overlapping uv in one of the video tutorialsThe idea is that the models do batch without problems but the lightmaps and the normal maps are messed up. So, make sure that you do not use overlapping uv.
If it is not the case, would you like to provide some example scene so I could test 'em out ?
-Ippokratis
Last edited by paul4tune; 04-05-2012 at 02:03 PM.
Hi,
Thanks for the feedback, the sample scene you send hopefully will help me to spot the problem,
I will try to solve this issue this weekend.
-Ippokratis
Batching Tools : Batch draw calls easily.
Toon Shader Mobile: Good for mobile, fast and beautiful.
Toon Shader Desktop: Good for desktops, more advanced.
Thyella : A small game prototype on Kongregate
Ah, so I can't have a uv repeat OR repeat the texture around an object. So the only way I can use an identical texture that repeats on every face of a cube is to create a texture map that simply repeats itself 6 times within the texture, like this?
Is this correct?
i already did that and got the same results
Hi,
After some tests, I realized that the lightmap support is broken.
The new way Unity handles lightmaps in 3.5 version is not compatible with Batching Tools in its current version.
Thanks a lot for bringing this issue to my attention, I will try to resolve this ASAP.
You can also consider a full refund if you wish. It is handled by Unity Asset Store, but if you have any problems with the process, contact me personally. My email is ippobour at gmail com.
Batching Tools : Batch draw calls easily.
Toon Shader Mobile: Good for mobile, fast and beautiful.
Toon Shader Desktop: Good for desktops, more advanced.
Thyella : A small game prototype on Kongregate
It's okay. I believe you can fix it, Ippokratis.![]()
he's the man. I'm sure he will come to a solution.
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