Search Issue Tracker
Fixed in 2018.3.X
Votes
0
Found in
Issue ID
1038136
Regression
No
[Line Renderer] Normals are flipped when using alignment mode "Local"
When using a line renderer with a standard shader, using "View" alignment mode generates a correct mesh but using "Local" alignment mode generates a mesh with flipped normals. I have deduced this by the fact that a light in front of the mesh doesn't affect its lighting but a light behind it affects its lighting.
This is also seen in 2018.2 where "Local" mode has been renamed "Transform Z".
Expected behavior :
In local mode, a light in front the the line renderer mesh will affect its lighting and the mesh will cast shadows.
See attached screenshots and project.
- LineRendererLocal.png : no lighting from the pointlight on the line renderer
- LineRendererView.png : correct lighting from the pointlight on the line renderer
- LineRendererLocalLightBehind : diffuse lighting from the light behind the line renderer affects it
In the Project, open "CableTestScene"
Side bug ?
When using "View" alignment mode, the line renderer's shadow disappears.
Notifying Richard since I believe he has been working on LineRenderers recently.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment