I opened the project last night and the lighting was perfectly fine. I didn’t accidentally change any lighting settings and save, as the last save was on December 30th.
Here’s what the lighting looked like up until now:
I’ve checked for large parts blocking the sun, changed the settings, and I’ve opened another place to compare the lighting settings (which are the same).
This has happened overnight without having changed any of the lighting and I’m fairly confused as to why. Someone please help.
Vouch on this one. Our game suddenly became dark today with users experiencing some lag in those darker areas. I went to the unofficial Devforum Discord and found some other users with similar issues. One recorded this video of it showing meshes having some sort of negative light. I believe this is more of an engine bug as it occurs in live games.
Can also confirm something is going on. My game is in complete chaos right now. Almost the entire map is pitch black. Players are complaining and there’s nothing I can really do.
I’m also experiencing this with the shadowmap lighting setting. It totally was fine yesterday (and even this morning, I’m pretty sure), but on top of the game’s lighting being darker overall, on low graphics the entire map is now plunged into darkness, seems like it just turns the shadows cast by the large mesh parts into massive squares of darkness. It’s still behaving as it was previously on iOS.
This is causing my game to drop drastically from 30 players to 3 due to the framerate problems.
I’ve spent over 5,000 ROBUX on ads also, this is unacceptable.
Not sure if this is due to the recent update or not, but for some reason my game suddenly started having crazy shadows which make the entire map look black. I haven’t touched the Lighting and it started happening on multiple of my places about an hour ago.
This issue is affecting my own game as well. It also causes extreme frame drops (for instance, one part of my map brings my cpu latency to over 600ms, and my gpu to well over 100ms.)
It can be temporarily fixed by setting Lighting.GlobalShadows to false.
Go to lighting: ShadowSoftness, and then change it to 1, go to ExposureCompensation and change it to -1.04, make sure fog is far away. if this doesn’t helps then I don’t know.