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[GPU PLM] Baked Shadowmask is not rendered for some GameObjects when usi...
Steps to reproduce: 1. Download and open repro project (case_1361180-AltRepro) 2. Open SampleSceneA 3. Generate lighting 4. Notice ... Read more
Use legacy light probe sample counts is enabled for newly created projects
Steps to reproduce: 1. Create a new project using any template 2. Open Project Settings > Editor 3. Notice that "use legacy light p... Read more
[GPU PLM] High resolution lightmap bake keeps on restarting when Progres...
Steps to reproduce: 1. Download and open SponzaHDRP project (or any project that was authored for baked lightmaps) 2. Set Lightmap ... Read more
[PLM] Directionality artifacts after baking GI with area light with cert...
Steps to repro: 1. Open the attached project and 'Lights and Shadows' scene; 2. In the Lighting window press Generate Lighting butto... Read more
[GPU PLM] Indirect bounce is missing in some instances
Steps to reproduce: 1. Download ant open SponzaHDRP project 2. Bake the lighting using GPU lightmapper 3. Switch to baked lightmap ... Read more
[Baked GI] Prefab has corrupted lightmap UVs when loaded from a bundle
How to reproduce: 1. Open the attached project ("case_1210785-lightmap_addressable_bug.zip") 2. Open the repro scene ("SampleScene")... Read more
[GPU PLM] OIDN produces noisy results
Steps to reproduce: 1. Download and open PixarKitchen project (pull denoiser-trouble branch) 2. Make sure that lightmapper is set t... Read more
[CPU PLM] Baked spotlights get their attenuation culled if the spot angl...
Steps to reproduce: 1. Open an existing project or create a new one 2. Place a baked spotlight well above a static object 3. Set sp... Read more
Lightning parameters can't be accessed by C# API (Reflection usage needed)
How to reproduce: 1. Open the attached project 2. GlobalIllumination > Set LM Parameters to Med 3. Check the SetParemetersToMedium()... Read more
GPU Lightmapper produces invalid texels in a certain scene
Steps to reproduce: 1. Open the scene ArtPresent. 2. Bake GI using the GPU Progressive Lightmapper (options don't matter). 3. Notic... Read more
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