Baked Light for AR

Unfortunately, my maps baked in Unity are not displayed in AR (IOS). It looks great in the browser.

I know that I can also bake light in 3dsmax etc. But in my case I have a brick building. The externally baked maps just look blurry.

Can you give me a tip on how to do this?

Hi Matthias! To help you with the issue of baked light not displaying correctly in AR (iOS) while it looks fine in the browser, we can consider a few steps:

  1. Check Lightmap Resolution: Make sure that the lightmap resolution in Unity is set high enough to capture the details of your brick building. You can adjust this in the lighting settings.

  2. Use UV Mapping: Ensure that your brick building’s UVs are properly laid out for light mapping. Overlapping UVs can lead to issues with the baked lightmaps.

  3. Lightmap Compression: Sometimes, compression settings can lead to a loss of detail in the baked lightmaps. Try disabling compression to see if that improves the quality.

  4. Adjust Material Settings: Ensure that the materials used on your brick building are compatible with lightmaps. They need to have the proper shader settings applied.

  5. Exporting for AR: When exporting from Unity, double-check the settings specific to AR. Ensure that baked lighting data is included in the export to ensure it appears correctly in your AR application.

  6. Lighting Settings in AR: In your AR environment, make sure that the lighting settings (especially in regards to baked lighting) match what you expect based on your Unity scene.

If you can provide more specific information about your Unity version and entity setup, I can help further refine these suggestions!

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Hi, did you solve it?

I haven’t been able to solve the problem yet.

The only way for me at the moment is to bake the maps externally. But that has extreme limitations in terms of quality. It would be better to be able to use the GI lighting (exr) generated by Unity in AR.

I don’t think those are supported in Quicklook right now but I’ll check.

Currently, lightmaps on iOS are not supported. You can bake the data into albedo as you mentioned, but depending on the scene that can result in lots of large textures.

The reason it’s not supported at the moment is on Apple’s side – their USD implementations doesn’t support multiple UVs in iOS 17 and earlier.

We have ongoing efforts to support MaterialX in our USDZ exporter, which (among other things) will allow us to export lightmaps properly, with the right math, on iOS 18+ (where Apple added the ability to do so).

You can vote on our roadmap here: Needle Roadmap