Search Issue Tracker
Fixed in Unity 5.6.0
[Auto] Manually generated lighting generates different baked soft shadows
Steps to reproduce:
1) Download attached project ' LightingTest_Rupert.zip' and open in Unity
2) Open scene 'ReferenceGameScene'
3) Switch Platform to Android
4) Click on 'Generate Lighting' and wait until lighting will be generated
---Check shadow on the floor(see attached image 'ManuallyBaked.png')
No falloff from the shadow
5) Switch Platform to PC/Mac & Linux Standalone
6) Click on 'Generate Lighting' and wait until lighting will be generated
---Check shadow on the floor(see attached image 'ManuallyGenerated.png')
There will be a small falloff from the shadow
7) Enable Auto Generate and wait until lighting will be generated
Note: In Android and Standalone shadow falloff will be smooth and same(Check attached image 'AutoGenerated.png')
Expected result: Manually generated lighting should generate same result as Auto Generated lighting and there should be no big difference between platforms
Actual result: There is a shadow falloff difference between manually generated lighting on different platforms
-----Workaround: Enable Auto Generate in Lighting window
This new Lighting Generate feature started from 5.6.0b2
5.6.0b2, 5.6.0b5, 5.6.0b7
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [OSX][Settings] When using only the new ISX as Input Handling, mouse position and scroll are still detected by the old system.
- [Scripting] Input Action fails to re-enable after disabled.
- [MacOS] "Bloom" does not work in Standalone Build
- Mesh.CombineMeshes result has different normals if the original mesh has tweaked normals and scale
- [Hub] In licence error screen https://unity3d.com/unity/err/license redirects to not found website