I’ve added a custom UniversalRenderPipeline asset and renderer data for a feature in my game.
Now the Light 2D is showing an error saying “2D renderer data must be assigned to your universal render pipeline asset or camera.”
Now, I can switch the renderers in my camera for each room depanding on what I need to use, but I feel like I’m missing something.
I have the exact Lighting settings in my both the default and the custom renderers. Also, adding the default renderer data to the renderer list doesn’t help, because only the default one matters.
Yes, I know. But You can only have 1 asset at a time. Using my custom one for the field of view feature will disable 2D lights.
For now I just switch the camera’s renderer each room. Feels wrong but I don’t think there is any other way ATM.
As you can see in the Renderer List, the renderer at the [1] position is currently the default one.
By having it on default, the 2D lights are working both in game and in the editor.
I have a Field Of View feature which is only active in a few rooms in my game, but it won’t render without the renderer at the [0] position. (As it holds the data for the masks and such.)
I thought the Renderer List is a way to “combine” the renderers, but I think the inteded way to use it is as a data holder that you can switch around in runtime.
Oh, your issue is about Renderers itself. You see, Forward Renderer and 2D Renderer works differently. 2D Renderer (which renders 2D Lights and Shadows) doesn’t support Renderer features currently. This makes your Field of View irrelevant in rendering process.
In current state of 2D Renderer, either you’re gonna give up on 2D Lights or your Field of View feature. You can also might find a path to replicate that Field of View in a different way.