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Xkynar

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  1. Xkynar

    Unity 5 Pseudo-Prefabbed Lightmap UV problem

    I see, thank you very much. I'm not being able to find "Actions/Make Asset", can I assume it is only available in the Probuilder Advanced version?
  2. I am using Probuilder Basic for a few prototyping on a procedurally generated map. As such, I need to instantiate the map on Runtime, which consists of creating several Prefab Rooms. Since Unity 5 doesn't support Lightmapped Prefabs, Unity's employees provided a sample project with a solution in this thread: http://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/ The solution basically consists of baking every prefab in a separate scene, saving the lightmap data in a special script which, on Awake, adds the lightmap information to the instantiated prefab in whatever scene it is instantiated in. This method worked well in Unity's basic shapes. However, in Probuilder's objects, this happens: The lightmap shows unmapped in each face's corner. After some experimentation, I noticed that, while playing, double flipping the object's normals, or calling "conform normals" fixed the object, becoming this: And after some more experimentation, I concluded that the method which fixes the UVs is "ProBuilder2.EditorCommon.pb_Editor_Mesh_Utility.Optimize()". This Optimize method somehow fixes the UVs, but since it is an editor method, I can't even call it in the object's start to fix the UVs. Also, since I can't see what's inside, I can't know what is fixing the UV's. Can someone help me find a solution to this problem? Thank you very much. Xkynar
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