Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Light problem.

Discussion in 'Editor & General Support' started by StudioEtenity, Dec 6, 2016.

  1. StudioEtenity

    StudioEtenity

    Joined:
    Nov 21, 2016
    Posts:
    4
    Hello, im new and i want apologize for my english. So my problem is simple i have "Lamps" with light but the light just "shaking" or something like that i have gif about my problem. So can you help me ? :c thx


    http://imgur.com/a/9YJ6M
     
  2. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,727
    Are you using occlusion culling? What version of Unity are you using? Are you using Deferred or forward?
     
  3. StudioEtenity

    StudioEtenity

    Joined:
    Nov 21, 2016
    Posts:
    4
    Hi, i using version 5. "Unity 5". And "Deferred or forward?" i use first person character from import unity 5. And last, i dont know what is "occlusion culling". i will google it, and if this not fix my problem i tell you. thx for response.

    http://prntscr.com/dgeiuq

    yes i have occlusion culling
     
    Last edited: Dec 7, 2016
  4. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,727
    Go to Edit->Project Settings->Player.
    What is the Rendering Path set to?
     
  5. StudioEtenity

    StudioEtenity

    Joined:
    Nov 21, 2016
    Posts:
    4
    http://prntscr.com/dgoatp

    rendering path is forward. It is bad?

    wow. i set render path to deferried and the light stop shaking, thx. or o need other render path? there is like 4 render path so.
     
  6. greg-harding

    greg-harding

    Joined:
    Apr 11, 2013
    Posts:
    519
    Read the docs on the the various rendering paths and their tradeoffs: https://docs.unity3d.com/Manual/RenderingPaths.html

    Forward rendering limits the number of point lights that are applied to each material (also depends on your quality settings). Deferred rendering allows way more point lights but has other tradeoffs like the number of layers you can use in camera culling and having no support for antialiasing.
     
    StudioEtenity likes this.
  7. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,727
    By default, in forward mode, the pixel light count is 1, so the game can only handle one light illuminating an object. The light is not shaking, but the game is trying to choose the most important light.
    You can leave in forward and increase the pixel light count. This results in decreased performance.
    Usually Deferred is the way to go if you have many lights in the scene.
     
    StudioEtenity likes this.
  8. StudioEtenity

    StudioEtenity

    Joined:
    Nov 21, 2016
    Posts:
    4
    thx. i will read :) can i lock this or ?:D