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Baking Lightmaps Breaks Build

bmoodyP3
Protege
Unity: 2018.3.6f1
Oculus Integration: 1.4

Hi all,

I am currently building an app for both PC and Oculus Quest.

I do not have any significant issues with my PC build.

However, whenever I bake lightmaps for my Quest build, I can no longer load the baked scenes without the app crashing.

When the app crashes, I do not get an error beforehand in ADB Logcat. 

Has anyone else experienced this problem?

11 REPLIES 11

Corysia
Expert Protege
I'm not seeing that in 2019.1 or 2019.2. 

As 2019.3 is an ALPHA release of Unity, you might also ask in the Unity forums.  I'm not trying to sound snarky, but my first guess is that this isn't an Oculus thing.

bmoodyP3
Protege
@Corysia , I am on 2018.3, not 2019.3.

Corysia
Expert Protege
OK!  I will go back and sit in my corner now.   😛

MikeF
Trustee
What does your available memory look like before the crash and what compression settings do you have on your lightmaps?

bmoodyP3
Protege
@MikeF , let me check. Thank you for your help.

bmoodyP3
Protege
@MikeF , these are the settings:

bmoodyP3
Protege
I am seeing a big GC allocation spike right before the crash.

MikeF
Trustee
What i mean is the actual texture import settings. Make sure you have proper android compression settings applied and that the lightmap size(mb) doesnt push over your ram limit. Use the ovr metrics tool while running on the device to get a proper readout of how much memory you have left.

bmoodyP3
Protege
Thanks, @MikeF . I was able to keep the app from from crashing by compressing my lightmaps and lowering their resolution significantly.