

This is because the GPU cannot blend texel values between charts that are separated in the lightmap.

Seams are ideally invisible, but they can sometimes appear to have hard edges depending on the light. More info See in Glossary faces that are close together but separate from each other as being separate in lightmap space the edges of these Meshes are called “seams”. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. When Unity bakes lightmaps, it identifies Mesh The main graphics primitive of Unity. A Scene without seam stitching A Scene with seam stitching More info See in Glossary generated by the Progressive Lightmapper A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary rendered with baked lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene. A GameObject’s functionality is defined by the Components attached to it. Seam stitching is a feature that smooths unwanted hard edges in GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
