Unity 5.2.1p2: Realtime lights not working - Occlusion Problem

Edit: Problem still exists

I just upgraded to Unity to 5.2.1p2 from 5.2.1p1 and noticed about 1/2 of my realtime lights weren’t working anymore.
Just in case anyone else runs into the issue.

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Hey I’m having a similar issue with 5.2.1p2, re-doing the occlusion seemed to help with some lights, but any realtime light that has shadows enabled is not working at all. If I disable shadows on those lights, they work just fine. Also, if I disable occlusion culling on our main camera, lights and shadows all work as intended. Tried messing around with related quality settings and nothing is working. This was not happening in previous patch.

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YES. i just found that the issue is still occuring today.
Case 733005

I uploaded it to dropbox if anyone wants to see for themselfs:
https://www.dropbox.com/s/bbhtmbfrzhhfu25/BugReport-RealtimeLightsOcclusion.zip?dl=0
It’s only 2 MB download

To reproduce:

  1. Notice the realtimelights are working
  2. Bake the occlusion data
  3. Suddenly the realtime lights turn off in the editor and player
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Turning off the shadows also ellimated the problem. So it sounds like we both have the same issue.

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I also have this problem but I think I’m going back to 5.2.1p1

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Same issue in 5.2.1p3, ever since p2

Same issue here. Turning off Shadows on the problematic Lights or Culling on the camera fixes the issue. Also clearing the Occlusion Culling data fixes it. Can anyone confirm going back to 5.2.1p1 fixes it?

Thanks

Unity hasn’t even addressed my bug report yet (above). Apparently they aren’t responding to OC related bug reports.
I spent 4 hours generating bug report that they don’t even respond to.

What really irks me is that bugs keep getting into new patches which are unrelated to anything added to the Unity release notes. If you look at the Unity 5.0+ release, there is nothing in there related to OC changes. This happens over and over again.

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Shameless bump. Is this related to the things implemented in the 5.3 cycle under the hood perhaps?

Can also confirm this issue coming from 5.2.1p1 to 5.2.1p3. Clearing occlusion data fixes it for now, but performance obviously tanks because of this. Looking forward to a solution (or a least a response?), occlusion culling is a pretty major feature in my opinion.

Downloading now the 5.2.1p4 patch

EDIT: still not working

Still there in 5.2.1p4. We were finally able to update from 5.2.0f3 (subsequent releases broke version control in P4), but now our entire game is pitch black.

Realtime lights and occlusion are common features, and their combination is not some fringe case. How did QA not catch this regression?

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Hey,
Currently looking into the issue. I have identified what introduced the problem so just looking at if we need to backout the change or if we can fix it. Hopefully we will have a solution in a patch in the near future.

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BTW, has anyone tested if this problem can be worked around by setting lights to mixed mode rather than real time? I highly doubt it, but it might be worth a shot. Even if that works, it would probably be a complete workaround only for projects that use no static lighting at all. But that would work for our projects. If someone tries this, please post!

Hi.
We updated Umbra and it seems to have introduced some problems for us. I am speaking to the dev who is looking into if we can fix it or backout the change. If we back it out then its likely to cause issues for people building for PS3 though.

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Didn’t work for me, but as soon as I changed a light to Mixed it popped up a warning under the Baking property saying that we need to enable Baked GI for Baked or Mixed to work. I guess we don’t have Baked GI enabled in this scene, but to be honest I have been letting our artist and LD focus on lighting and don’t know much about that whole process.

Cool, thanks for the update. The question that comes to mind for me is what percentage of teams are building for the PS3 versus PS4/XB1/PC/Mac. That sounds like a loaded question, but it’s not intended to be; I have no idea what the numbers are, and for all I know there are still a large number of last-gen platform teams.

If it’s a small number compared to current gen platforms, perhaps someone could reach out to PS3-dependent teams and let them know not to update if it’s backed out? Or offer a custom build with Umbra that works for PS3?

That might be more trouble than it’s worth, of course, or not feasible. Just a thought in case the # of PS3 teams is significantly smaller than the # of teams affected by this on non-PS3 platforms.

Its fine we have a fix now, should be out in an upcoming patch.

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Great news! Thanks so much for hopping on this so quickly; it is much appreciated.

Yeah Karl, thanks so much! But I am afraid you made a huge classic mistake by demonstrating your effectiveness, as I now have someone’s shoulder to tap on directly! muahahaha…

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