Search Issue Tracker
Duplicate
Votes
0
Found in
2020.3.44f1
2021.3.18f1
2022.2.6f1
2023.1.0b2
Issue ID
UUM-26793
Regression
No
The emissive of GBuffer is empty when a Scene is loaded additively
How to reproduce:
1. Open the attached user project “BugReport.zip“
2. Open the "Load" Scene
3. Enter Play Mode
4. Press “Load” button in the Scene
Expected result: The lighting in the “Main“ Scene when loaded is the same as when opening it directly
Actual result: The “Main“ Scene is loaded darker than expected
Reproducible with: 2020.3.44f1, 2021.3.18f1, 2022.2.6f1, 2023.1.0b2
Reproduced on: macOS 13.0.1 (Intel)
Note: Issue is not reproducible in Builds
-
Resolution Note:
Thanks for submitting this issue. We are aware of the flaw in this functionality. In 2023.2 we have removed the SkyManager completely and replaced it with a simpler solution which will enable environment lighting to be present in scenes that have not been opened in the Editor.
We will not be backporting this change as the risk of changing behavior in the LTS versions (especially when it comes to completely removing a system) is too high.
Duplicate of another internal issue: UUM-1345: Skybox lighting doesn't update when switching Scenes using SceneManager
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
- Crash on ResizeScriptingList<ScriptingObjectPtr> when passing an undeclared variable to the results parameter for GameObject.FindGameObjectsWithTag
- [Android] "Screen.safeArea.y" always returns values outside of the Safe Area when the device is in Portrait orientation
- Frame spike due to many TreeRenderer.TreeUpdated calls when repositioning terrains in large Scenes
- Crash on GameObject::RemoveComponentFromGameObjectInternal when reparenting Text GameObjects
- [IL2CPP-GarbageCollector] Changing GCMode might permanently disable GC in a multithreaded context
This is a duplicate of issue #UUM-1345