Point lights turning off and on

hi, i have a scene with several point lights, and some of them turn on and off according to the player position in game mode, and also in the scene view. I’ve set the render mode to important in all of the lights and it still happens.


any help how can i solve it?
thanks

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URP had limit of a 8 lights per object. Looks like you reach it.

is there any workaround this limitation?
thank you.

December 2021. Still no fucking answer.

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>Kadae
What do you want to hear? Limit is 8, you can remove some light, can wait for deferred rendering, can rewrite URP lighting system.

if you dont need them realtime, you can just bake the lights, that’s what i did.

URP SUCKS!!! broke my game. had this issue now I have to start a brand new project from scratch. a month worth of work down the drain. WTF? i know its possible because other games do it, even ones made in Unity so why cant I?

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I mean this shouldn’t be a deal breaker, I mean it obviously depends on the game but for instance im able to have lights be active depending on the location of the player its definitely a little more work but having a light on in an area the player cant see is no good anyways just for optimization, so between sensors and just keeping that in mind with the design i was able to have my level feel like there were way more real time lights in it but it was really just cycling through 8 at a time depending on the location of the player. which is basically what unity is already doing but the problem is it does it based on distance so you end up with lights flickering on and off right infront of the player so this was my solution, im making a VR game so HDRP isnt really a solution for me . i do feel you tho, 8 is too small… i feel like if it were even just 12 it be so much easier

I think user must choose the number of lights limitation, not Unity. 8, 12 or 64, or 1000 active lights per scene. It’s my project, my choice how to use engine rendering.

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Use URP Deferred or HDRP then.
There’s a technical reason why there’s an 8 light limit on URP

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Yeah, I using URP Deferred render now and it’s work perfectly. Thanks!

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how are you using deferred in urp?
it isnt supported right now…

It’s supported on URP 12, in Unity 2021.2.

this may also help to fix this issue
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/urp-universal-renderer.html#rendering-path-comparison

Thank you

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