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Editor always reports Missing UV1 on RenderComponents #478
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Assigned this to you for now @mvaligursky - I know @slimbuck has some involvement in UV1 generation though so feel free to reassign as appropriate. 😄 |
Quick update. The editor still reports the UV1 is missing and sizes the lightmap at 1x1, but if you multiply the RenderComponents lightmap size by 5,000,000, it will force the map to be 1024x1024 to match the ModelComponent and light the models accordingly. Not sure what to make of this behavior. |
The issue is on the Editor side - it shows the missign uv1 error even though the mesh contains the uv1. If the mesh contains uv1 this warning can be ignored, as all still works. The scaling is engine issue that I will have fixed: playcanvas/engine#3528 |
related PR for reporting missing UV1 which does not seem to work well (monorepo/pull/391) |
I will settle for rewording the warning to 'may be missing' |
released in 1.21.29 |
It is known that the editor is currently unable to unwrap UV1 for GLB models; however, even if an uploaded model has a UV1 channel, the editor will always report that it is missing when slecting a RenderComponent to be lightmapped. ModelComponents do not exhibit this behavior. When launching the scene, the RenderComponent will not respond to lightmapped lights, while the ModelComponents will.
Provide as much information as possible. Include (where applicable):
https://playcanvas.com/editor/scene/1202294
Steps to Reproduce
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