To chime in here, yeah, mixed lights arenāt fully supported right now in all cases
What you can do is set the objects that use lightmaps to Unlit at runtime, so that they end up only using the lightmap
i see. thanks for the answers! iāll try them and come back with the result
by user 263677777536876546
(For technical context, for proper mixed lighting basically each object needs to know which lights were used for baking for it and which not, and then render without those particular lights so you donāt get that duplication. Not unsolvable but we didnāt get to it yet)
good to know. needle is getting more and more powerful
by user 263677777536876546
by user 328144332622266369
My guess would be your material āUnlitMaterialā is not used in the scene and not used hence not compiled. The error says āno mainā so āexternalVertexShaderā is probably still empty when you assign it. You should make sure the shader has been compiled before trying to use it
Try creating a three mesh in your scene root at the top (first child) from awake
for example with the unlit material (or add an object with the unlit material to your scene at the hierarchy root)
That being said: you could also just create an unlit material from code. Thatās three.js MeshBasicMaterial - three.js docs
Not 100% sure if this is how @herbstā:cactus: did imagine this / this is what he meant. Just saw your error briefly and wanted to explain whatās happening
this is what you said?
by user 328144332622266369
Iāll take a look in the next days on what a viable workaround is - weāll figure this out!
hey there! any updates?
by user 263677777536876546