#i tought this was something i needed to
1 messages · Page 1 of 1 (latest)
Yes
Then disable realtime GI and baked GI checkboxes, and Generate
When doing it like this, only settings in Environment tab are considered
There you have sources for ambient light and environment reflections, for lighting outside of light components
But again I don't think this actually has anything to do with deferred rendering
But I guess it makes sense to have this base covered
This is correct right?
Yes
Lemme check how it works now
This is how it works when playing it normally, same bug https://gyazo.com/4a429586fdb90f8c19f2d25ae5206d36
I dont understand how just activating a spotlight fixes everything 
It should not
Btw this is V2 Bug version çhttps://gyazo.com/e8a9430f6bec981da72e6a63ce09b5e4
It doesnt deactivate the light completely its like it just lowers its intensity
What other suggested steps did you try
Updated editor, deleted library?
Created and assigned new URP assets and Renderer assets?
We tried deleting library also, it didnt worked
Tried but i dont know if i did it correctly, created new URP Asset, and also renderers and assigned it in project settings and cameras
Quality tab of project settings as well?
Editor is the only thing didnt try, little afraid to break project 
Yeah, Ultra
The important thing there is that that specific quality level is in use (last clicked on) and using the new URP asset
Though you should always have backups / version control for projects you don't want to lose, I wouldn't worry about updating the editor to a newer patch version which is the last number of the three in the version name
Yeah we are using version control but afraid anyways kek
im trying that later if nothing else works
Upgrading the middle number of the editor version changes engine's features and may break stuff
The last number is just for bugfixes
But one extra thing, sometimes (Randomly) it works perfectly, lgihts just work with 0 problems
Swapping to a different year version I would expect to break a lot of stuff
Understood
This is my quality tab
Nothing out of place there
and this is the ultra pipeline asset, I KNOW I KNOW it says forward rendering but its actually deferred haha.
The other renderer it actually use forward but only renders the UI and already deactivated everything of the UI and that camera and the bug still happens
I don't see any clue of what would be triggering this issue
Presence of lights nor changing of scene should not impact the rendering path
So it could be just a !bug as Liq suggested
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If I were troubleshooting it and absolutely had to fix it before waiting for bug QA team's opinion, I would create a new project with newest 2021.3. and import the scene into it as a .unitypackage
Maybe import the rest of the game assets too if it works
Or maybe the lighting breaks similarly and immediately as you import the scene and renderer settings, which would be an important clue
Or it could break when importing the other assets, which would be a clue as well
But you'd have to do checks between imports to catch when it happens
if it happens
If not, the game will be free of the issue after migrating to the new project
Thanks for all the help i will try everything you said and hope i can fix this, im already 2 days into fixing this
Just for the record if someone reads this, this also fixes the bug temporarily
https://gyazo.com/771793b2ad1063457d1bdb13e2397275
its like re-drawing the scene i guess? idk
Changed Editor to 2021.3.44f1 Same problem.
@fresh yoke Something REALLY WEIRD is happening, i managed to adress that the problem its relate to networking.
When i spawn my player trough all my managers on scripts the lights just go crazy.
When i test the same map with a NON Networked player, lights work perfectly 