In studio, water renders in large tiles, and only renders when very close to the camera. This is not an issue in the Roblox player. Behavior is the same within the Studio editor and while playtesting.
yeah i do, this is a list of the studio beta features I have enabled. However what fixed it for me was disabling “Unified Lighting”, the second i disabled it, it fixed the issue, when i enabled it again, it broke it again.
VR Emulator
Unified Lighting
UIDragDetectors
Studio solid modeling improvements
Script Sync (Early Preview)
Preferred Text Size Setting
Occlusion Culling
Next Gen Studio Preview
New Studio Camera Controls
New Luau type solver
Multilayer Wrap Fix
Improved Constraint Tool
Import Queue
Gamepad Emulator
Drager QoL Improvements
Avatar Joint Upgrade
Fascinating, does it help at all to change your Lighting Style from soft to realistic or toggling the prioritize lighting bool on the Lighting singleton when looking through Unified Lighting?
I would also greatly appreciate the rbxl file in private messages on this report if possible. Also if you have unified lighting turned on, I’d appreciate if you could show or talk about what happens when you toggle lighting style and prioritize lighting options.
Here is a video recording of me swapping between Realistic & Soft LightingStyle while also enabling/disabling the PrioritizeLightingQuality on each.
In terms of the distance the water loads in, it appears the worst is LightingStyle = Realistic with PrioritizeLightingQuality = Disabled, as for the best, it’s by far LightingStyle = Soft with PrioritizeLightingQuality = Disabled
It also doesn’t matter what studio I’m in, it does the same thing in all of them with Unified Lighting enabled.