Skip to content

Commit

Permalink
Remove suggestion to use progressive instead of enlighten
Browse files Browse the repository at this point in the history
  • Loading branch information
oneVR committed Nov 10, 2020
1 parent ae5d79b commit 1acbaa9
Showing 1 changed file with 0 additions and 9 deletions.
9 changes: 0 additions & 9 deletions Scripts/Editor/WorldDebugger.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1262,8 +1262,6 @@ public static Action SetPostProcessingLayerResources(PostProcessLayer postProces

private const string NON_CRUNCHED_TEXTURES = "{0}% of the textures used in the scene have not been crunch compressed. Crunch compression can significantly reduce the size of the world download. It can be found from the texture's import settings.";

private const string SWITCH_TO_PROGRESSIVE = "The current scene is using the Enlighten lightmapper, which has been deprecated in newer versions of Unity. It would be best to consider switching to Progressive for improved fidelity and performance.";

private const string SINGLE_COLOR_ENVIRONMENT_LIGHTING = "Consider changing the Environment Lighting to Gradient from Flat.";

private const string DARK_ENVIRONMENT_LIGHTING = "Using dark colors for Environment Lighting can cause avatars to look weird. Only use dark Environment Lighting if the world has dark lighting.";
Expand Down Expand Up @@ -1939,13 +1937,6 @@ private void CheckScene()
lighting.AddMessageGroup(new MessageGroup(LIGHTING_DATA_ASSET_INFO, MessageType.Info).AddSingleMessage(new SingleMessage((length / 1024.0f / 1024.0f).ToString("F2"))));
}

#if !BAKERY_INCLUDED
if (LightmapEditorSettings.lightmapper.Equals(LightmapEditorSettings.Lightmapper.Enlighten))
{
lighting.AddMessageGroup(new MessageGroup(SWITCH_TO_PROGRESSIVE, MessageType.Tips));
}
#endif

if (nonBakedLights.Count != 0)
{
var nonBakedLightsGroup = new MessageGroup(NON_BAKED_BAKED_LIGHT, NON_BAKED_BAKED_LIGHT_COMBINED, NON_BAKED_BAKED_LIGHT_INFO, MessageType.Warning);
Expand Down

0 comments on commit 1acbaa9

Please sign in to comment.