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Enabling occlusion culling stops point lights (which cast shadows) from rendering in Unity 5.2p3
The title says it all. My lights look fine in scene view, wont render in game view.
Same here! Our point lights are dead with the occlusion culling. Baking a new one doesn't help either.
It also happens every time for us. Reproduction steps are simple, just create a new scene with a point light and a plane, then enable occlusion culling.
I experience the same and have tried to reproduce the error in order to send a bug report to unity. Problem is that I can't seem to find what exactly is the cause. I have set up a supersimple test scene in my existing project, being imported from Unity 4.6 directly to Unity 5.2.1p4 , and the bug is easily reproduced. I have then tried to set up a new project to avoid sending a 30-Gb-Project to Unity. With the result that within the new project the exact same setup works just fine.
I have also tried to reproduce it by setting up within Unity 4.6 and then upgrading to 5.2, with the same, fully operational result. I suspect that it has something to do with specific settings made in the big project, but I have yet to find the culprit. $$anonymous$$aybe someone else has any insights here, this bug makes using the lights on the player inside my dungeons impossible and therefore breaks the whole dungeon exploration gameplay...
Damn, that's it, shadow casting! Ok, sending bug report to Unity, they've got to fix that!
Did it, there is now two issues open for this problem, 733005 and 736979, let's hope that get on top of that really soon.
I'm having the exact same issue. Turn off shadow casting and lights work fine with Occlusion Culling. Turn on shadow casting and the light is completely disabled. Do you have a link to the Issue Tracker page? I tried searching by number but nothing showed up.
Thanks!
Found it:
Current status: Fixed in future release.