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[1328012, Fixed 2021.1.0a10^] Invisible 2D light when specific condition

Discussion in '2D Experimental Preview' started by Creta_Park, Mar 24, 2021.

  1. Creta_Park

    Creta_Park

    Joined:
    Mar 11, 2016
    Posts:
    76
    Lighting bug in Experimental 2D renderer.gif

    I just found some weird behavior of 2D light, it's also not visible in runtime.

    I haven't yet found a way to try to reproduce this, but if I do find it, I will write about how to reproduce of this bug in this thread.

    Has anyone ever had an experience like this?
     
  2. Creta_Park

    Creta_Park

    Joined:
    Mar 11, 2016
    Posts:
    76
    is this culling bug.gif

    I just found this behavior, I'm not sure but is this LOD or culling bug?
    Also I discovered about this only happen not visible of Volume Opacity-visible part, so light shading of sprites are fine.
     
  3. Creta_Park

    Creta_Park

    Joined:
    Mar 11, 2016
    Posts:
    76
    is this culling bug 2.gif

    Okay, maybe did I just made broken Volume Opacity...?
     
  4. Creta_Park

    Creta_Park

    Joined:
    Mar 11, 2016
    Posts:
    76
    is this culling bug 3.gif

    This is must be culling bug, if anyone want to visible light that uses Volume Opacity but not visible, use this trick to force visible them.

    - Add invisible lights (intensity must do 0)
    - You can use any type of 2D light (I highly recommend to use sprite light without sprite)
    - Move to visible area of invisible Volume Opacity light
    - They will appear!

    * Still can't reproduce in blank project :/
     
  5. Creta_Park

    Creta_Park

    Joined:
    Mar 11, 2016
    Posts:
    76
    I can't reproduce in vanilla way, so I report it with Unity bug report.
    I will add bug tracker URL when it'll available.
     
    Last edited: Apr 14, 2021
  6. Creta_Park

    Creta_Park

    Joined:
    Mar 11, 2016
    Posts:
    76
    I got a response about it, it says this issue has been fixed in 11.0.0.

    "The issue seems to be when using two 2D Lights where one of them has 2 Target Sorting Layers checked and another one has only one of the same Layer checked and when that light with one Layer checked is out of view the light with 2 Layers checked gets culled."
    "There's also an issue that if 2D Light has two Targeting Sorting Layers enabled that are in a row in the list (like 1st and 2nd Layers) the 2D Light will be culled no matter what."​

    So they requested to developers for this issue to be backported to Unity 2020.3.

    Issue tracker : https://issuetracker.unity3d.com/product/unity/issues/guid/1328012
     
    AlexVillalba likes this.