I'm not sure if this is a bug (I think it is) and if it is, whether it was introduced in the latest update 5.1.2.
I have a very simple polygonal terrain which looks like this:
![alt text][1]
As you can see, nothing special: just a plane with a bunch of subdivisions and all normals pointing out. I'm pretty sure I've done this kind of modeling a few months ago (I think Unity 5.0) and had no issues when using it in Unity.
However, when I attempt to use the terrain in Unity now, if I play my scene in the editor I get what I expect: a pretty much smooth ground. If I deploy to Android I get the same result. But if I deploy to iOS, I get these weird seams on the ground (also shadows seem messed up but this might or might not be related):
![alt text][2]
A few things to note:
1. I'm using the Google Cardboard camera but I get the same results with a regular camera.
2. The terrain is not static and is not under the influence of GI.
3. If I make it static, it still makes no difference: the GI map looks pretty much as I'd expect, with or without preserving UVs. But the seams appear on iOS.
4. I also tried tweaking the FBX import settings in Unity (namely, computing normals / tangents vs importing and generating light map UVs and none of this made a difference)
[1]: /storage/temp/50739-terrainwithnormals.png
[2]: /storage/temp/50744-slice-1.png
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