This node doesn’t even work. Yes i set the damn lights to static. Yes i baked the damn lightmap, Whenever i set the lightmap to visible, its just as there were no lights in the scene. not a damn thing got baked?? What are you even supposed to do.
and yes i imported all meshes with static…
edit nevermind jits…
THEY NEED TO PUT A DAMN WARNING THAT IT DONT WORK FOR THE DAMN MOBILE RENDERER BEFORE PEOPLE WASTE LIFE ON IT
What OS and GPU are you baking the lightmaps on? What mobile device are you exporting the project to? Without any information, it’s hard to know what’s causing the issue exactly.
Also, can you reproduce this in a brand new project (and upload the project in question here)? Do your meshes have UV2 generated on import by setting the GI mode to Static Lightmaps in the Import dock?
Lightmap baking works on all rendering methods, but you need a GPU that supports Vulkan if baking from Compatibility. Note that there were some regressions in 4.4.beta but these should be fixed in 4.4.beta4.
Hello, sorry for my late response, i was really busy this last week.
I thought at first that light baking wasn’t available for phones, but if you are saying that it is possible, then there is a real issue.
I’ve made a test scene with godot 4.4 rc1, with mobile renderer, and baking the light works just fine, running the project on pc also works, but when it comes to my phone, the application closes instantly.
Yeah, but godot should be able to bake light for mobile, baking is just textures. If you really need to bake lights for your project, maybe you can with blender
edit: Lightmap GI is working with godot 4.3 so you can still use this version, if you use beta versions or even candidate versions, you’ll always find bugs.