Search Issue Tracker
By Design
Votes
0
Found in
2017.1.1f1
Issue ID
956566
Regression
No
Particle lights do not use Light prefab's culling mask, when using multiple cameras with different culling masks
To reproduce (with attached project):
1. Open project
2. Play scene
Repro steps with new project:
1. Create a standard point light, add light to new layer (Lights)
2. Create a prefab of the light
3. Create a particle system with the light module enabled.
4. Add the light prefab to the particle system light module.
5. Create a separate light camera, culling everything except the light layer.
6. Uncheck the light layer from the main camera's culling mask.
Expected vs Actual: particle's lights are not visible in game view
Reproduced on: 5.5.4p1, 5.6.3p4, 2017.1.1p3, 2017.2.0f1, 2017.3.0b2
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
Add comment