Search Issue Tracker
By Design
Votes
0
Found in
2017.3.0p1
Issue ID
1033195
Regression
No
Shadows disappear after culling the Occlusion of static gameObjects
Reproduction steps:
1. Open the attached project "occlusion.zip"
2. Open the scene "start";
4. Clear Occlusion Culling data;
5. Observe from Game window, you can see 'OCPlane' cast shadow to 'ShadowRecivePlaneA';
6. Do not change any parameters and bake Occlusion Culling directly;
Expected results: The shadow from the black plane is drawn on the white plane;
Actual results: There is no shadow on the white plane;
Reproduced on: 2017.1.3p4, 2017.2.2p4, 2017.3.2f1, 2017.4.3f1, 2018.1.0f2, 2018.2.0b4, 2018.3.0a1.
Note: the issue still persists even if the object has static turned off.
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
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Resolution Note:
The camera has to be inside the bound of geometries when baking static occlusion. User can create a big "ground" plane under these geometries and then bake occlusion again. Remember to check occlusion static on the plane object.