Search Issue Tracker
By Design
Votes
0
Found in
2017.3.0p1
Issue ID
1033195
Regression
No
Shadows disappear after culling the Occlusion of static gameObjects
Reproduction steps:
1. Open the attached project "occlusion.zip"
2. Open the scene "start";
4. Clear Occlusion Culling data;
5. Observe from Game window, you can see 'OCPlane' cast shadow to 'ShadowRecivePlaneA';
6. Do not change any parameters and bake Occlusion Culling directly;
Expected results: The shadow from the black plane is drawn on the white plane;
Actual results: There is no shadow on the white plane;
Reproduced on: 2017.1.3p4, 2017.2.2p4, 2017.3.2f1, 2017.4.3f1, 2018.1.0f2, 2018.2.0b4, 2018.3.0a1.
Note: the issue still persists even if the object has static turned off.
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note:
The camera has to be inside the bound of geometries when baking static occlusion. User can create a big "ground" plane under these geometries and then bake occlusion again. Remember to check occlusion static on the plane object.