"Realtime GI is not supported in Universal Pipeline"

Hello! Have switched to Universal Pipeline over the past few months, everything works great in editor however when running on device, adb reports this error message many times per frame:

03-13 19:55:19.222 31831 31878 W Unity   : Realtime GI is not supported in Universal Pipeline.
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.Logger:Log(LogType, Object)
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.Debug:LogWarning(Object)
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.Rendering.Universal.<>c:<.cctor>b__40_0(Light[], NativeArray`1)
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.Experimental.GlobalIllumination.RequestLightsDelegate:Invoke(Light[], NativeArray`1)
03-13 19:55:19.222 31831 31878 W Unity   : UnityEngine.Experimental.GlobalIllumination.Lightmapping:RequestLights(Light[], IntPtr, Int32)

First I thought it would be a case of changing the settings in Rendering → Light Settings, but when this didn’t make a difference I went through every mesh renderer in the scene to make sure that “Contribute Global Illumination” is turned off, now that’s done and the error is still being reported, is there anywhere else I can go to make sure this error is no longer reported?

Using Unity 2019.3.5f1 and URP 7.1.8

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I have the same issue, did you find a fix?

I just ended up doing a new scene and copying everything across into the new scene and it stopped giving me that error

How do you remove it from the project so it doesn’t throw that message constantly when running?

Bump As SniperED007 said, how do you actually go about disabling this? It doesn’t help just to link to a thread about it being removed. My console is being spammed by warnings about this, but I can’t find anywhere to disable (or for that matter enable) realtime GI in the lighting settings. It’s only certain scenes exhibiting this. My suspicion is that this was removed from the UI without ensuring that the corresponding setting gets set to disabled, resulting in a situation where if you have a scene created in an earlier version of Unity and it was turned on, there’s no longer a way to unset this setting, so you’re doomed to get spammed warnings you can’t do anything about.

EDIT: I pulled the .unity scene file into Visual Studio and found the following:

LightmapSettings:
  m_ObjectHideFlags: 0
  serializedVersion: 11
  m_GIWorkflowMode: 1
  m_GISettings:
    serializedVersion: 2
    m_BounceScale: 1
    m_IndirectOutputScale: 1
    m_AlbedoBoost: 1.17
    m_EnvironmentLightingMode: 0
    m_EnableBakedLightmaps: 0
    m_EnableRealtimeLightmaps: 1

I’m guessing that last line needs to be set to 0? I haven’t done a build to test this yet, but looking at other scenes I have that don’t cause the warning, this is set to 0. Fingers crossed…

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Abandoning the scene that was spewing the messages, copying all my prefabs across from the original scene, fixed it for me (although the lighting window on the old and new scene looks identical)

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This solution worked for me as well. Was loading the scene from an AssetBundle (via Addressables) and started getting this error after calling SetActiveScene(). Lighting should change when the loaded scene activates, but with this warning - it did not happen. After duplicating another scene that did not have the error and copying everything manually (objects and lighting settings), the warning disappeared and lighting change worked again.

Note that I’ve only encountered this after moving this scene from Scenes in Build to Addressables. The scene itself was not changed, that’s the weirdest part.

Just as an update, my approach of just changing that line in my post above (“m_EnableRealtimeLightmaps:”) to 0 fixed it.

6 Likes

Same here! I just moved to Addressables two weeks ago and only now this happened, and only in the player, not the editor.

Luckily, this seems to help, thanks!

1 Like