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Question by Barachiel · Nov 14, 2013 at 11:17 AM · lighting

Light culling using OnPreRender and OnPostRender after updating to 4.3

Hey everyone, I ran into a strange problem today after updating to Unity 4.3.

I've been using a simple script to hide certain lights from a secondary camera using OnPreRender and OnPostRender:

function OnPreRender () { var objects = GameObject.FindWithTag("InvisibleToGhostCamera"); objects.light.enabled = false; }

 function OnPostRender () {
     var objects = GameObject.FindWithTag("InvisibleToGhostCamera");
     objects.light.enabled = true;
 }</pre>


This code was serving me perfectly well and did exactly what I expected it to, up until I updated to 4.3.

With the code unchanged, the lights I'm trying to hide simply stay visible. If I comment out the OnPostRender part, it quite happily turns the light off (for all cameras, of course).

Any ideas on what went wrong? Is it a bug, did something change, is there a better solution anyway? Any help would be greatly appreciated as this problem is really starting to irritate me. =P

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avatar image MylesLambert · Nov 23, 2013 at 03:13 PM 0
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I have the same problem - going to revert back to 4.2.2 until this is fixed :(

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Answer by MylesLambert · Dec 18, 2013 at 12:23 PM

It's a confirmed bug, http://issuetracker.unity3d.com/issues/onprerender-and-onpostrender-are-reversed.

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Answer by Barachiel · Dec 18, 2013 at 04:11 PM

After stumbling upon it by accident, using OnPreCull and OnPostRender does more or less the same job, for those of you needing a way to do this. =)

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