Was doing some tests for android ES3.1 for the Quest 2 and wanted to see if GPU Lightmass (4.26.2) would work for it. It runs and bakes light in the project, but after baking it just sill says objects still need to be baked. Then when I went to package and test in the headset, it is in fact just black. Like none of the light information came over. Does this not work at all?
Now I am not an expert but I do have a feeling that the GPU lightmass bake doesn’t correlate or transfer over to the Android es3.1 shader required by Oculus quest units? I understand GPU lightmass uses Directx12 to bake lighting but does that mean it’s exclusive to target platforms that only support Dx12? (I wouldn’t think that to be true but maybe it is? I don’t know)
Any insight on this would be greatly appreciated.