[SOLVED] Bug/issue with omni lights

I have a map in my game and I wanted omni lights for atmosphere,

but they had to first be a directional light that was
ticked to omni, then it had to be duplicated to work
on the first light (same process as described), and it
could only do 2 max omni lights with the omni light sphere
from the second light effecting the first lights range.

(see photo here:


)

this is the light sphere set to 80:

Also enabling or disabling any of these lights will cause all lights to stop, since one omni light has to be set to 0 and another above 0 or neither will work.

My questions are why? Is there an easier way to have 3 omni lights in my scene that are working and dont have to be duplicated?

(I’m in editor version 2.14.3)

The topic here had my solution. I read that they released a patch for clustered lighting but in the current editor version 2.14.3, it does not work, and causes the listed issues above. Hopefully someone can let me know when it is working with clustered lights.

I’m not sure I understand the issue. Is it that no omni lights work for you?
Could you please try this? PlayCanvas | HTML5 Game Engine

1 Like

omni lights nor spot lights work, issue is all because of clustered lights, they cause the lights to behave wrong and then not render, I ticked it off in every scene and now its functional with omni lights. So, no, omni lights do work just not with the default editor settings.

what device are you using?
specifically GPU. Make sure your drives is up to date.

It’s for sure not I’m using a MacBook Pro 9. I need to update to the new iOS version but I’ll need to get a drive and patch it. I decided to compress most of my textures, models, and then I lowered the screen ratio to 1/4th the original after turning off clustered lighting and now the game runs smoothly even on my 2012 laptop.

1 Like

Ha funny story, I was editing the game and adding some effects and all of a sudden my tabs kept shutting down because the memory load was too big apparently, then my laptop shut off entirely. I should probably update this old thing soon :sweat_smile: