Search Issue Tracker
By Design
Votes
3
Found in
2022.3.16f1
2023.3.0b1
6000.0.0b11
Issue ID
UUM-59476
Regression
No
[URP] Lighting effects leak through walls when playing the Build
Reproduction steps:
1. Open the attached “BugRepro” project
2. Build and Run the project (File > Build And Run)
3. Go to the location (shown in video) in the Player
4. Observe the Player screen
Expected result: The room is dark
Actual result: The room is lit by the light sources from other rooms
Reproducible with: 2022.3.16f1, 2023.3.0b1
Couldn’t test with: 2021.3.33f, 2023.2.4f1 - The Player fails to build due to compilation errors
Reproducible on: Windows 10
Not reproducible on: No other environment tested
Comments (1)
-
mrc_akka
Aug 29, 2024 15:08
Reproduced with only one spot light through a wall in unity 6 (forward, forward+, and deffered)
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
- UI Toolkit throws warning and fails to clear references when fields are not typed as UnityEngine.Object
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
Resolution Note:
This scene has too many lights so some are not rendered with shadows. The limits are described here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/urp-universal-renderer.html.
The light count is all the lights inside the camera frustum it does not know which lights are obscured by walls etc.
If you want many lights on mobile then typically lights are baked. If the lights have to be realtime, then you could script the lights to be enabled based on where the camera is.