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Fixed
Fixed in 6000.0.X
Votes
2
Found in
2021.3.32f1
2022.3.13f1
2023.1.20f1
2023.2.0b17
2023.3.0a14
6000.0.0b11
Issue ID
UUM-56213
Regression
No
The Realtime Point Lights are casting shadows non-dependant on the surrounding GameObjects when the Camera is being moved around the Scene
How to reproduce:
1. Open the “TestPointLightRepro“ project
2. Open the “ReproScene“
3. Open the “Window > Sequencing > Timeline“
4. In the Timeline window open the “CameraTimeline.playable“
5. Play the Timeline
6. Observe the shadows cast by the Point Lights in the Scene
Expected result: The shadows are not cast when the Point Light has no GameObjects around it
Actual result: The shadows are cast even when the Point Light has no GameObjects around it
Reproducible with: 2021.3.32f1, 2022.3.13f1, 2023.1.20f1, 2023.2.0b17, 2023.3.0a14
Reproducible on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Notes:
- Reproducible in Player
- Also reproducible in the Play mode
- When toggling the visibility of the “BreakingLights“ GameObject (which consists of 3 more Point Lights) off, the shadows of the Point Lights are behaving correctly
- Also reproducible when moving around the Scene with the Orbit View tool in the Scene view
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Resolution Note (fix version 6000.0):
The user is hitting the limit in the number of shadow casting point lights for the given shadow map atlas size. The bug is that we were not printing a warning about this, so my PR is fixing this. The warning now informs the user how to resolve the issue.