Yes I saw it
Just with the reUpdate it loosed the camera an re activate the orbitcontrol
by user 224464722878005248
Yes I saw it
Just with the reUpdate it loosed the camera an re activate the orbitcontrol
by user 224464722878005248
by user 224464722878005248
It’s desactivate but it’s running
by user 224464722878005248
The camera move without orbit control
by user 224464722878005248
Can you try removing it?
Oh yes it’s a bug - let me check
Yes remove the orbitcontrol works
by user 224464722878005248
Ok - will fix the enabled bug now for the next update
sorry - must have slipped through during refactoring
I have some troubles with shadows
by user 224464722878005248
Ok thanks
by user 224464722878005248
In vanilla threejs shadows are only rendered where the shadow camera sees them - we dont automatically update/move that camera to “fit the scene” so you currently have to position the directional light correctly
When adding the LightShadowData it also renders a gizmo in Unity to visualize where shadows will be
Okay you’re great
by user 224464722878005248
I tried the “bake” shadowing to gain performance but It’s like it desactivate the light, is it normal ?
by user 224464722878005248
Yes - bake is when you use lightmapping in Unity. Which works for static objects (if you mark your objects static in Unity)
using this checkbox