Search Unity

Unity 5.2 issue! Lightmaps are blocky on iOS

Discussion in 'iOS and tvOS' started by Louis-N-D, Sep 11, 2015.

  1. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    My lightmaps look as they used to in the editor, but in my iOS builds (iPod 5th Gen) they render as if point sampled (no filtering / blocky). This only started happening since upgrading to Unity 5.2.

    Has anyone else seen this?

    Here are screenshots of the lightmaps as they appear on my iPod. IMG_0815.png IMG_0816.png IMG_0817.png

    I mean.. it's a look, I guess... It kinda fits with the blocky theme of the art.. but... ya, I'de rather find out how to fix this...
     
  2. jpv1234

    jpv1234

    Joined:
    Dec 5, 2014
    Posts:
    89
    Im having similar problems. With 5.0 I didn't had problems and I was getting pretty good results. Now with 5.2 my lightmapping is horrible, completely broken with black spots and nothing has changed in the lighting values
     
    MrEsquire likes this.
  3. IapoMu

    IapoMu

    Joined:
    Apr 15, 2014
    Posts:
    6
    Last edited: Sep 24, 2015
  4. jpv1234

    jpv1234

    Joined:
    Dec 5, 2014
    Posts:
    89
    I found two ways to solve this. Check generate lightmap uv on your model (I dont have unity in this moment but I think that is how it was called). You can find it in the inspector when you select your model. The other is to increase the baked resolution. This usually makes the results to be better
     
  5. IapoMu

    IapoMu

    Joined:
    Apr 15, 2014
    Posts:
    6
    Hi jpv1234,
    thank you for your help!
    We already have generate lightmap Uv on our models. We tried by increasing the quality but it makes the error a bit less visible, but it is still there :/
     
  6. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    LOL. I don't really want to throw more memory at the issue only the camouflage it a bit. But thanks. Obviously, I'm using lightmap UVs on my models. The issue isn't with their resolution. The same lightmaps come out nice and smooth in the editor, for instance. The issue is that they are rendered without filtering on my iPod.
     
  7. popMark

    popMark

    Joined:
    Apr 14, 2013
    Posts:
    114
    Did you find a solution? I'm still having this issue with 5.3 on iPad4
     
  8. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    No, sorry, still no solution to this! Anyone else? Unity folks?
     
  9. tbr

    tbr

    Joined:
    Oct 23, 2015
    Posts:
    10
    Any luck finding a solution to this?
     
  10. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    No, no luck! I sent some stuff to Unity, they marked the bug as fixed and told me the next patch would have a fix (this would have been one of the 5.3 patches) but no luck. From tester gameplay videos I've been gathering, it seems to happen on certain iPad models too.
     
  11. ng-pixels

    ng-pixels

    Joined:
    Dec 29, 2012
    Posts:
    68
    Same problem here. Any luck?
     
  12. ng-pixels

    ng-pixels

    Joined:
    Dec 29, 2012
    Posts:
    68
  13. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    confirmed fixed on my device since 5.4
     
  14. ng-pixels

    ng-pixels

    Joined:
    Dec 29, 2012
    Posts:
    68
    Hi, which version do you have? I have Unity 5.4 f3 and shadows are still blocky on my iPad3 with iOS 8.0.
     
  15. mr_zog

    mr_zog

    Joined:
    Jan 21, 2014
    Posts:
    165
    @ng-pixels Did you recalculate your lightmaps (in case that's required)? We're currently stuck with 5.3.x, so we can't update right now, but it would be good to know this issue has been solved.
     
  16. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    As I mentioned before, the issue was fixed for me since 5.4 but I'm currently on 5.4.1p2. @mr_zog : No I didn't need to recalculate my lightmaps to fix the issue as the issue wasn't in the lightmap data but in the displaying of the lightmap textures.