Search Issue Tracker
By Design
By Design in 2023.3.X
Votes
0
Found in
2021.3.30f1
2022.3.10f1
2023.1.15f1
2023.2.0b11
2023.3.0a7
Issue ID
UUM-52923
Regression
No
“Rendering Layers” are not changed in the Inspector window when using a script with “renderingLayerMask“ to change them
How to reproduce:
1. Open the user’s attached “renderingLayerMaskIssueProject.zip” project
2. Enter “SampleScene” Scene (Assets > Scenes)
3. In the Hierarchy window, select “Directional Light” GameObject
4. In the Inspector window, observe the selected layers in “Rendering Layers”
5. Go to Menu > Tools > Light Tool
6. Press the “Click Me” button
7. Observe the selected layers in “Rendering Layers”
Expected result: “Light Layer Default” and “Light Layer 2” are selected
Actual result: “Light Layer Default” and “Light Layer 1” are selected
Reproducible with: 2021.3.30f1, 2022.3.10f1, 2023.1.15f1, 2023.2.0b11, 2023.3.0a7
Reproduced on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Notes:
- not reproducible with other properties
- if logging the renderingLayerMask, the value is correct
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
- Assets are created in the Package folders when creating assets via custom buttons in the Inspector window or other windows
- “Select” windows are named differently on Windows and macOS
- [Windows] No minimum “Select” window size
- Enabling “Editor Extension Authoring” in UI Builder doesn’t dirty the document and saving with shortcut doesn’t persist the state
- WebRequest.Create() function fails with "URI prefix is not recognized" errors when the project is built for Linux Standalone or Windows Dedicated Server
Resolution Note:
The rendering layers variable that is being modified is different one. Although I agree this is confusing, you can modify the Rendering Layer mask variable in the editor by accessing and setting it via `light.GetUniversalAdditionalLightData().renderingLayers`
Resolution Note (2023.3.X):
The rendering layers variable that is being modified is different one. Although I agree this is confusing, you can modify the Rendering Layer mask variable in the editor by accessing and setting it via `light.GetUniversalAdditionalLightData().renderingLayers`