Lighting Problem or Bug in deferred rendering with cast shadows ?

Hello there,

We’re developping a nice urban project for visting places in first person.
We are using Beast dual lightmap system, it works fine, EXCEPT:
Contrarly to forward mode which seems to handle directional shadow lighting good, we’re experiencing problem/bug in the deferred lighting version (which is needed for dual lightmaps)

All is lightmapped (distance for lightmap is around 70 meters) with beast in dual lightmap.
Only one directional day light in Auto, which will cast dynamic shadow (See the 3 pictures attached)
The game sometimes “blinks” between a correctly lit version, and an “unlit” version.

If we turn off the shadow of this directional light, no more problem.

Would there be someway around ?
Thank you very much,

SMaX



Hey SMaX,
we recently found a problem where objects with odd-negative scale would cause the lights to sometimes disappear in deferred rendering if any of them were casting shadows. The bug will be fixed in the next minor version of Unity.

In the meantime please check with the attached script (456314–15981–$FindOddNegativeScale.cs (800 Bytes)) whether you have any objects with odd-negative scale in your scene and disable them as a temporary fix.

Please let me know whether that was the problem. Thanks!

Hello Kuba,

Thank you very much for the answer and for script.
It’s indeed some very specific bug which is very annoying.
We actually found some objects that had -1 -1 -1 in scale with this script, that we can fix. (forces us to redo the lightmapping in day mode and night mode , sigh :expressionless: )

Though, we also have animated people exported in fbx, having additional bones that seems added (ToeNub and FingerNub) all with negative odd scale, that we can’t fix. (see attached screen)
Do these small little bones might still cause a lighting problem ?
In that case we need a patch !

Thank you very much,
SMaX

No, don’t worry about the bones, they are only transforming the mesh during the skinning phase. The only thing that matters is the global scale (lossyScale) of a mesh renderer. So as a quick check: disable the object with the (-1,-1,-1) scale and that should fix your problem immediately.

Ok,

Thank you for tips,
We’ll modify that and hope for a release of this minor version soon !

Thank you again.

SMaX

Hey Kuba,

Just saw this workaround worked fine !
Thank you very much.

SMaX

I am Using unity 3.4 and i can see spotlights flickering when turning around as well , i currently have no items with odd negative scale.

Hey YeOldeSnake,
please submit a bug report with a project that reproduces the issue (Help > Report a Bug), since we are not aware of any issues in that area. Thanks!