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Probe Volumes: Use GlobalObjectId.targetObjectId (#16)
* Probe Volumes: Use GlobalObjectId.targetObjectId to uniquely identify Probe Volumes, and Probe Volume Asset ownership, rather than GetInstanceID() - which was not guarenteed to be persistent. This PR cleans up the related logic, allowing us to guarentee non-colliding bake ids, avoids hanging on to asset references during duplication of probe volumes, and, in the case where you have intentionally referenced a probe volume asset on a probe volume that does not own it, avoids baking that asset, which would previously stomp source data.
* Probe Volumes: GlobalUniqueID: Use a custom stack-only + packed representation of the full GlobalObjectId, rather than only using GlobalObjectID.targetObjectId to avoid collisions when different scene probe volumes happen to have the same targetObjectId. This also allows full backwards asset lookup in the future if necessary, which should help debugging + build tools.
Co-authored-by: pastasfuture <[email protected]>
Debug.LogWarningFormat("Error: Used up all lightmapper bake IDs. This should never happen. Somehow all {0} ids have been used up. This must be the result of a bug. Unlikely that you created and baked {0} unique bake requests. Quit and reopen unity to flush all IDs.",s_BakingID-1);
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