Hello everyone in the community.
I really need help; I've tried everything, but I can't solve this problem.
I'm creating a game that, like almost all games, has multiple levels.
To avoid overloading the main project with a ton of assets, I decided to create the second level in a separate project, add all the assets downloaded from Fab that might be useful, and then migrate it once it's finished.
It seemed like the right process for medium-sized projects.
However, once the second project was finished, I selected the level and used the "migrate" function. The result is terrible.
The same level opened in the new project has completely incorrect lighting; small lights are now indistinguishable glows, the shadows are terrible, and the entire screen is shimmering with random lights.
I've already tried rebuilding the lights, but nothing changes. I copy-pasted the level from windows, nothing.
The project settings seem the same to me. Why is it acting this way? And more importantly, how do I fix it?
I'm leaving you a photo where the standalone project is at the top and the same level after the migration is at the bottom.
Please help me.
Thank you very much.
L.
Just going from those images It looks like an auto exposure difference. Check your post process volumes in each projects version and see if the exposure or other options match.
But I migrated the whole level, everything is exactly the same, even the ppv.
This morning I tried creating a project from scratch and migrating the level. I had no problems; the level migrated perfectly, and there were no errors in the lighting. However, in the main project, it looks like the photos; it seems like the program can’t render. I also copied the project settings in case something was wrong, but nothing. I’ll post another photo that better illustrates the problem; look at the shadows from this chandelier.
In the standalone project, they’re perfect. Here, they’re disintegrated…
Okay, this is even weirder, and I had to make a video because I’m really starting to hate this program.
I noticed that while I was adjusting the size of the content browser, the level’s lights and shadows went crazy. As soon as I let go of the mouse, however, they stabilize and everything works fine. Here, in the main project, everything looks messed up, just like when I move the content browser. What is it missing??
that looks like the viewport buffer is missing proper dimension while you resize it. something related to the post process might be having an issue. i mean it looks like only emissive meshes are affecting that result. like overexposed bloom. and bloom relies on a fixed buffer size to compute the blur mipmap stages. maybe just don’t resize the browser alot.
not sure what’s causing that shadow glitch tho. is this using megalights? it looks stochasitcly noisy. hmm…
(edit) already solved? okay. still a bit weird. copy paste across projects should work properly.
Thank for your reply and time. In the end was a sort of a bug. If everything is going to work fine I will not investigate further, I already lost like 5 hours on this.