Search Issue Tracker
By Design
Votes
0
Found in
2021.3.36f1
2022.3.21f1
2023.2.14f1
2023.3.0b10
6000.0.37f1
Issue ID
UUM-67124
Regression
No
Tilemap Tiles do not get lit up unless the Light Range is greater than the distance between the position of the Tile before the transformation and the Light Source when the Tile is transformed with Tilemap.SetTransformMatrix method
How to reproduce:
1. Open the “TilemapLightingTest.zip” project
2. Open the “SampleScene”
3. Click on the “Point Light” GameObject in the Hierarchy
4. Enter the Play Mode
5. Increase the “Point Light” Range to 7 (or the distance between the light and the Tilemap Tile)
6. Observe the Game view
Expected results: Tilemap Tile is lit when it is within the range of the “Point Light“ after the Transformation
Actual results: Tilemap Tile is lit only when the range of the “Point Light“ is set to a greater value than the distance between it and the Tile
Reproducible in: 2021.3.36f1, 2022.3.21f1, 2023.2.14f1, 2023.3.0b10
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
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
- Motion vectors are displayed when Phong Tessellation is used on the material and Skinned Motion Vectors are enabled on the GameObject's Skinned Mesh Renderer component
- Shader Graph Enum Keywords always select last element in Entries when Stages is set to Fragment and Recursive Rendering is enabled in the Scene
- [Mac] Glitchy visual artifacts appear when moving around a scene with Sphere Handles
- Crash on memcpy_repmovs when selecting NavMesh Agent objects while in Play Mode in a specific scene
- Console shows Exception: {"error":"not found","detail":["not found"]} after opening Build History window
Resolution Note:
The TilemapRenderer generally works on the XY plane and has a flat XY bounding box in 3D space. The TilemapRenderer can be culled from 3D lights if there is a large Z difference from the light itself.
Setting a Transform matrix for a set of Tiles does not automatically increase the bounding box for the TilemapRenderer. To help with that, you can make use of the "detectChunkCullingBounds " and "chunkCullingBounds" properties of the TilemapRenderer. You can set the "detectChunkCullingBounds" property to Manual and increase the Z value for the "chunkCullingBounds". This will prevent the 3D lights from culling the TilemapRenderer when rendering the lights.