Shadows bug in Unity 3.4.1f5

Hey everyone,

Just checking if this is happening with other people before filling up a bug.
In the editor if I run the game with “maximize window”, and I choose 1024x768, 5:4, 4:3 the shadows show up fine.
If I choose Free Aspect, 10:9, 10:10 or 3:2, the shadows disapear.
Same thing is happening in a standalone build.

I just checked in Unity 3.0, this wasn’t happening, everything was shadowed, and now seems broken.
Can anyone confirm this ?

It’s working fine for me in free aspect, and tried in 3:2 also. Tried both deferred renderer and forward renderer. Shadows worked fine in both modes.

hmm, that’s weird.
Even if I have free aspect selected, and I run the game in editor with the “Maximize on play” off, when I’m clicking around I see flickering in the scene, shadows popping up and out (without actually running the game).
What’s your shadow setup ?
I’m with :

Pixel Light Count : 1
Shadows : Hard and Soft Shadows
Shadow Resolution : Very High Resolution
Shadow Projection : Stable Fit
Shadow Cascades : Two
Shadow Distance : 1000
Vsync Count: Every VBlank

I’m running with the following:

Pixel Light Count : 1
Shadows : Hard and Soft Shadows
Shadow Resolution : High Resolution
Shadow Projection : Stable Fit
Shadow Cascades : Two
Shadow Distance : 40
Vsync Count: Every VBlank

The main difference I see is the Shadow Distance. 1000 is really a long shadow distance, I let the lightmaps take over much sooner.

Yes, take a little look at the car tutorial on the Unity website and especially how the shadows work.
In Unity, you need to use a hybrid between dynamic and lightmapped shadows.

I made the same mistake as well, but Unity simply can’t handle fully dynamic scenes.

I noticed this as well - its not a problem - well it is, but its Unity not rendering objects you can not see, meaning nothing for light to collide with.