Search Issue Tracker
By Design
Votes
2
Found in
2017.1.3p1
2017.2.0b9
Issue ID
1000078
Regression
Yes
Dynamic Batching broken for objects lit by light probe proxy volumes
How to reproduce:
1. Download attached project and open the LightVolumes.unity scene
2. Let light baking finish
3. Press play
4. Observe batch count in 'stats' window and/or check generated batches in Frame Debugger
Actual result: Dynamic objects lit by a Light Probe Proxy Volume do not dynamically batch together. In 2017.1.0f3 and earlier versions, this used to work.
2017.1.0f3: Batches 9 (saved by batching 30)
2017.1.3p1 Batches 29 (saved by batching 9)
Note that the 'saved by batching' in 2017.1.3 is all static batching. Looking at the frame debugger shows no dynamic batching occurring in the test scene.
Reproduced with: 2017.1.3p1, 2017.2.1p3, 2017.3.1p1, 2018.1.0b7
Not reproduced with: 2017.1.1f1, 2017.2.0b8
Regression since: 2017.1.1p1, 2017.2.0b9
------------------
By Design: We don't support instancing/batching for LPPVs. LPPVs still need normal SH / object to evaluate L2 band. By mistake, L2 band coefficient were not set before and the result lighting was wrong. It wasn't breaking the batches before because L2 coefficients were the same(0) for all the objects that were using LPPVs.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Multiple errors are thrown in the console while using perforce when moving an asset using shortcuts
- PlayerPropertiesChanged event fires before Player Properties are applied
- Opening Media Pop-out in “Before You Start” Tutorial throws “Styles” and “Styles_Dark” messages in the Console window
- Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing
- Asset name is not shown in the Undo History window when a sprite is modified
Add comment