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Fix macOS runner lightmap and metal issues #1264
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Original file line number | Diff line number | Diff line change |
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@@ -42,7 +42,7 @@ RenderSettings: | |
LightmapSettings: | ||
m_ObjectHideFlags: 0 | ||
serializedVersion: 7 | ||
m_GIWorkflowMode: 0 | ||
m_GIWorkflowMode: 1 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Changing However, Realtime GI still involves significant lighting computations and might interact with the lightmapping system on the macOS GHA runners. Given the linked Unity issue ( For testapps, which often don't require complex lighting, would it be more robust to consider completely disabling Global Illumination features (e.g., by ensuring |
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m_GISettings: | ||
serializedVersion: 2 | ||
m_BounceScale: 1 | ||
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Original file line number | Diff line number | Diff line change |
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@@ -42,7 +42,7 @@ RenderSettings: | |
LightmapSettings: | ||
m_ObjectHideFlags: 0 | ||
serializedVersion: 7 | ||
m_GIWorkflowMode: 0 | ||
m_GIWorkflowMode: 1 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Similar to the comment on Changing If these testapps don't strictly need dynamic global illumination, would completely disabling GI (e.g., |
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m_GISettings: | ||
serializedVersion: 2 | ||
m_BounceScale: 1 | ||
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Original file line number | Diff line number | Diff line change |
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@@ -43,7 +43,7 @@ RenderSettings: | |
LightmapSettings: | ||
m_ObjectHideFlags: 0 | ||
serializedVersion: 9 | ||
m_GIWorkflowMode: 0 | ||
m_GIWorkflowMode: 1 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Similar to comments on other scenes changing This change to If this menu scene doesn't require dynamic global illumination, would it be more robust to ensure all GI features are disabled (e.g., |
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m_GISettings: | ||
serializedVersion: 2 | ||
m_BounceScale: 1 | ||
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The PR description states the goal is to "consistently not bake the lightmaps" to avoid GHA runner timeouts. However, these changes from
0
to1
form_EnableBakedLightmaps
andm_EnableRealtimeLightmaps
seem to enable these lightmap features.Could you clarify the reasoning behind enabling these? If the intent is to prevent any lightmap baking or processing that could cause timeouts (as suggested by the linked Unity issue
https://issuetracker.unity3d.com/issues/unable-to-fall-back-to-cpu-lightmapper-dot-errors-in-the-console-when-opening-a-project-on-a-virtual-machine
), shouldn't these values be0
to explicitly disable baked and realtime lightmaps for this scene?