So I patched my editor version to 6000.0.58f2 because of that security issue they had and my candles are doing that black square thing. I cannot get rid of it unless I set the shadow's near plane to a high number or when the player gets close to them. Or, if I disable the shadows. On some candles it appears only if I change the window resolution...It's really confusing
#Black square on realtime pointlights
1 messages · Page 1 of 1 (latest)
Patched from which version?
What settings do the lights have exactly?
Patched from 6000.0.43f1
The flicker doesnt influence the black square at all, I believe it's something with the shadows, cant figure it out how exactly
Just a patch so it shouldn't be a breaking change
I'd try modifying the Range to see if that has any effect
Maybe also create a new RP asset with the same settings, in case something got corrupted in there
Could try different Rendering Paths to see if that has any effect either
I got somewhat similar problems in a project upgraded to 6.0. from 2022.3. when Render Graph was not in compatibility mode
A long shot but worth toggling that setting too
It's so funny, if I increase the light range the square appears at longer distances xD
Thank you! it will do for now but I'd still need a better fix later on
That is a clue but not sure what it reveals other than it's related to the shadowcaster pass somehow
You can use the frame debugger to get a clear look at what happens in the shadowcasting pass for each light on frames when the issue occurs vs when it does not
tried it, sadly I dont understand the frame debugger. I went to a backup, patched it to 6000.0.58f2 like before and I got this log warning: Missing types referenced from component UniversalRenderPipelineGlobalSettings on game object UniversalRenderPipelineGlobalSettings: UnityEngine.Rendering.LightmapSamplingSettings, Unity.RenderPipelines.Core.Runtime (1 object) UnityEngine.Rendering.RenderingDebuggerRuntimeResources, Unity.RenderPipelines.Core.Runtime (1 object) UnityEngine.Rendering.VrsRenderPipelineRuntimeResources, Unity.RenderPipelines.Core.Runtime (1 object)
Did you try creating and using a new URP asset yet?
I tried a fresh urp asset with no settings changed and it didnt even change what it was supposed to. It looked exactly the same, like it used the exact same asset. Right now, I am waiting for the project to load after some ChatGPT guidance. Most likely didnt fix it but I am kinda desperate now cuz I've been stuck in this for the past 2 days
I use an URP asset from UHFPS, a game template. I asked on their discord server but got no reply yet
at last, I could just go with the editor that had the security issue and just patch the game on release...idk
Did you also assign or select that new URP asset in Quality settings?
After trying some versions, patching to 6000.0.63f1 fixed it