Here’s a few screenshots to compare with.
The materials here are basic vector 3’s with nothing additional to have them as basic and standard as possible.
As you can see, the lightmaps look alright. Despite an odd seam running down the wall, the shadows which have been baked look fine.
Here’s the lightmap UV of that wall:
The tangents and normals were also checked and seem fine. Nothing unusual happening.
But once I package the game for VR on the quest 3 headset they look like this: (screenshots taken from within the quest headset)
For seemingly no reason. And also viewing from the other side:
That shadow behind the column has been inverted! It’s supposed to be a dark shadow but instead I’ve got this light shape.
Compare to the in-engine preview of the baked lighting:
I just have no idea what’s going on. They look fine here, and even in android preview mode they look fine too.
I have noticed that sometimes the lightmaps don’t load in the headset, so I wonder if they’re being partially loaded or mixed up somehow.
I’ve been trying to figure this out for over two weeks and I’m almost out of ideas.







