Search Issue Tracker
Fixed in 5.6.0
Votes
3
Found in
5.5.0f3
Issue ID
860441
Regression
No
When the Particle System has PointLight setting and it comes out of camera frustum area, the Particle System Light doesn't light
Reproduction steps:
1. Open the attached file;
2. Open the scene 'TestOffScreenLightParticle';
3. Change Main Camera Rotation of X or Y axis;
4. Observe changes in Game window;
Actual result: the Point Light doesn't light when it comes out of camera frustum area.
Expected result: the Point Light should light.
Workaround: When the Point Light is a separate gameobject, everything works correctly (PointLight.gif). But the issue happens when the Point Light is set in the Particle System (ParticleSystemLight.gif).
Reproduced with: 5.5.0b1, 5.5.0f1, 5.5.0f3, 5.6.0a6
Not reproducible in older Unity versions than 5.5.0b1 because the Particle System doesn't have Light settings.
Also, not reproducible in 5.6.0b1 because the Point Light Intensity settings are different in this version.
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
- FocusNextInDirection not focusing when used on multiline TextFields
- Single click calls UI Element renaming with a delay when clicked on the UI Element name
- 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
VRLines
Dec 22, 2016 09:46
As a workaround, you can add a transparent particle scaled by the size of your light. That way, the lights won't be culled.