Search Issue Tracker
Third Party Issue
Under Consideration for 2022.2.X, 2023.1.X, 2023.2.X
Votes
0
Found in
2022.2.17f1
2023.1.0b16
2023.2.0a14
Issue ID
UUM-35236
Regression
No
Shadows are not rendering when using Rendering Layers
Reproduction steps:
1. Open the attached “Test Project” project
2. Open the “Scenes/SampleScene” Scene
3. Observe the Scene View
Expected result: GameObjects “A” and “B” cast shadows
Actual result: GameObjects “A” and “B” do not cast shadows
Reproducible with: 2022.2.0b2, 2022.2.17f1, 2023.1.0b16, 2023.2.0a14
Not reproducible with: 2020.3.48f1, 2021.3.25f1, 2022.2.0b1
Reproducible on: Windows 10
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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Resolution Note:
This was an issue with the setup, the scene was needing some more configuration due to the ground plane not receiving light from the two point lights due to both Red and Green layers being disabled.
This meant the ground plane wasn't being lit so that it could not receive shadows since it needs to be lit to be able to have shadowing.
The example this was based off in the docs started with the ground plane being lit by all layers, thus was the defining difference between setups.