Search Issue Tracker
Not Reproducible
Votes
0
Found in
2019.4
Issue ID
1290765
Regression
No
[PLM] Disc shaped area lights do not work in some instances
Steps to reproduce:
1. Download SephoraChristmas project
2. Additively load SephoraForest-Environment and SephoraForest-Lighting scenes
3. Select any area light in the scene
4. Change its shape from Rectangle to Disc
5. Bake the lighting
6. Notice how it is not affecting the lightmap
Notes:
- Affects both CPU and GPU PLM
- This issue is very difficult to reproduce; it only reproduces in a handful of projects under unclear circumstances
- Issue reproduces both when creating new disc lights, and when converting existing ones
- Area light icon disappears after switching to disc light and rebaking (does not reproduce in 2021.1)
- Tested using the following Unity versions: 2019.4.1f1, 2019.4.9f1, 2020.1.12f1, 2020.2.0b10, 2021.1.0a3
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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Resolution Note (2021.1.X):
The issue was with the ExtractFalloff.cs script. Disc lights were not defined within the switch statement, causing them to break.