Search Issue Tracker
Won't Fix
Votes
0
Found in
6000.0.54f1
6000.1.12f1
Issue ID
UUM-111797
Regression
No
[Android] Realtime Directional Light turns off when there is no realtime shadow caster in the view
Reproduction steps:
1. Open the attached “IN-108207“ project
2. Go to Edit > Project Settings > Player Settings > Publishing Settings, and disable “Custom Keystore”
3. Build and Run the Android Player
4. In the Player, navigate the character to the barbell squat on the left side of the gym and enter the area
5. When the camera zooms in, observe the Player
Expected result: The shadows are visible and you can see the character’s muscles
Actual result: The lighting is broken, no shadows can be seen
Reproducible with: 6000.0.54f1, 6000.1.11f1, 6000.2.0a9
Not reproducible with: 6000.2.0b10, 6000.3.0a2
Fixed in: 6000.2.0a10
Reproducible environments: macOS 15.5
Not reproducible environments: No other environments tested
Reproducible with these devices:
VLNQA00519 - Google Pixel 4 (Pixel 4), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 12
VLNQA00641 - Google Pixel 9 (Pixel 9), CPU: -, GPU: Mali-G715, OS: 15
VLNQA00403 - Galaxy Z Flip3 5G (SM-F711B), CPU: Snapdragon 888, GPU: Adreno 660, OS: 11
Note: Not reproducible in the Editor when using the device simulator
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Select Dependencies context menu doesn't work properly in Project Browser
- "GPU Time Threshold" in VFX Graph Heatmap Parameters can be set to a negative value
- List of supported Platforms for 3D Templates in Unity Hub is outdated
- Light.shadowMatrixOverride is ignored when using GPU Resident Drawer
- Setting the the "PreWarm Delta Time" to the smallest value always sets the "PreWarm Step Count" to the different random values
Resolution Note:
Thank you for reporting a bug to Unity.
This issue will be fixed in an upcoming release. We have reviewed the issue carefully, and in this case, the team is unable to prioritize backporting this bug to existing releases. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that a backport may destabilize a release in production.
Today we will be closing this port. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.