Search Issue Tracker
Fixed
Fixed in 6000.0.1f1
Votes
2
Found in
2021.3.32f1
2022.3.13f1
2023.1.20f1
2023.2.0b17
2023.3.0a14
6000.0.0b11
Issue ID
UUM-56213
Regression
No
The Realtime Point Lights are casting shadows non-dependant on the surrounding GameObjects when the Camera is being moved around the Scene
How to reproduce:
1. Open the “TestPointLightRepro“ project
2. Open the “ReproScene“
3. Open the “Window > Sequencing > Timeline“
4. In the Timeline window open the “CameraTimeline.playable“
5. Play the Timeline
6. Observe the shadows cast by the Point Lights in the Scene
Expected result: The shadows are not cast when the Point Light has no GameObjects around it
Actual result: The shadows are cast even when the Point Light has no GameObjects around it
Reproducible with: 2021.3.32f1, 2022.3.13f1, 2023.1.20f1, 2023.2.0b17, 2023.3.0a14
Reproducible on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Notes:
- Reproducible in Player
- Also reproducible in the Play mode
- When toggling the visibility of the “BreakingLights“ GameObject (which consists of 3 more Point Lights) off, the shadows of the Point Lights are behaving correctly
- Also reproducible when moving around the Scene with the Orbit View tool in the Scene view
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
- Any small change in UI Builder Inspector refreshes Editor Inspector
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- Global Scenes are not included in the Build when building multiple Build Profiles at the same time
Resolution Note (fix version 6000.0.1f1):
The user is hitting the limit in the number of shadow casting point lights for the given shadow map atlas size. The bug is that we were not printing a warning about this, so my PR is fixing this. The warning now informs the user how to resolve the issue.