I am working on a project now that requires me to generate EVERYTHING at runtime. At the moment, I am generating a basic room made out of built-in planes, and adding a point light.
Here is a image of the generated objects.
It appears there is a normals issue, but I am not quite sure. This issue only happens of the objects are created at runtime, if created in the editor, the lighting is perfect. So far, here are the steps I have used to resolve the issue.
- Replaced the Planes with Built-in Cubes
- Replaced the Planes with Planes from Cheetah3D
- Had Unity calculate the normals on the Cheetah3D Plane.
- Tested ALL of the built-in shaders
- Turned off dynamic batching
- Changed Render Path
Has anyone else experienced this issue before?
did you check the cookie on the light?
the darkness fade there is a bid too smooth for just a render error.
@dreamora - there is no cookie on the light. The only settings I changed were the range and intensity.
and there is no object below the ground along the light either? (if you have pro try to disable shadow cast and receive to see if it might be related to some shadow caster you oversaw or alike)
You did mesh.RecalculateNormals()?
–Eric
@dreamora - There are no other objects in the scene, but I did as you requested just to test and see - no change.
@Eric5h5 - I tried that, as well as the drop down option in the import settings (for the Cheetah3D Mesh) - no change.
Something is totally fishy …
Could you create a package so we can drop it in on our side and see if we can replicate it and potentially explain what it is?
Never seen such an issue at all not even on iOS with Unity 3.1
As requested - here is a package that will create a room out of planes and add a point light so you can see the issue.
487404–17120–$TestRoom.unitypackage (4.56 KB)