So Yes, ‘another lightmap thread’ it is…
I’m wondering why the automatic lightmap build tool doesn’t snap the UV edges to the texel edges? Or is it not doing so because my default UV co-ordinates aren’t snapped?
There’s clearly some lightmap bleeding going on on one of the edges there. When viewing the lightmap density, you can see that the auto-generated UVs aren’t snapped to the pixel grid:
Any idea what’s going on here? Is this a missing feature, intentional, or have I done something wrong with my original UVs to mess it up this way?