Search Issue Tracker
By Design
Votes
0
Found in
2019.3.0a1
2019.3.0a5
Issue ID
1163101
Regression
Yes
Directionality artifacts in multi-scene lighting setups
Steps to reproduce:
1. Download attached project 'New Unity Project78.zip'
2. Unzip and load project
3. Open 'test' scene
4. Additively load 'test2' scene
Expected results: 'test' scenes lighting look the same
Actual results: objects have NaNs created via the additional 'unity_black' texture
Reproduced with: 2019.3.0a6
Not reproducible with: 2019.2.0b7
Regression introduced in: 2019.3.0a1
Notes:
- Reproducible just in 2019.3
- Reproduces in all render pipelines
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
- Profiler - Taking you to the wrong section when using 'show'
- Draw Renderers custom pass doesn't work with SSGI
- WebCamTexture does not set the requested resolution when used in WebGL
- Editor default Stylesheet/Matching Selector buttons in Debugger don't do anything
- Graphics.DrawMeshNow stops rendering Render Texture after a few frames when viewed in the Player
Resolution Note (2019.3.X):
We never supported mixing scenes with different directionality settings.
We also cannot correct for "wrong" settings, as the user might have an empty scene with some lights in it which has directionality disabled, being loaded additively onto a scene that has geometry with directionality. If we'd switch to non-directional just because some other scene is non-directional, the lighting would suddenly change in the main scene.
I'm therefore closing this by design. The LightmapSettingsManager will warn if such a scenario is being attempted.