Weird shaped shadows on mobile preview

Somehow when I tried to make my game into a phone app, the shadow became like this. What is the source of my problem? I’m well aware that Anti Aliasing does not work in mobile preview except for temporal. Can someone explain or tell me how to fix this? Thanks.

bump…

Hello Sunnyseah,

Thank you for taking the time to report your issue, but we ask that users do not ‘bump’ their questions on the AnswerHub as this can get a bit messy. We try to respond within 24 to 48 hours of the questions being post. With that in mind, we cannot get to all of the questions within this time frame, but we ask you remain patient while we get to your issue.

This seems like a lightmap resolution issue as your shadows being cast on your objects are a bit pixelated. Would you provide me with the device you are testing on so I can take a look at its specifications. I see in the screenshot you are using Feature Level ES2 which helps narrow down the list.

You can try increasing the Lightmap resolution of the objects and surfaces in which the shadows are experiencing the blocky like edges. Keep in mind though, mobile devices can only pack so much information and hold a certain amount of quality on the screen. So increasing the shadow map resolution could cause a small performance hit as well.

Thanks,

Noted. Sorry for the bump.

I have not test it on a mobile as i’ve only tested it on a mobile rendering level as well as mobile game preview.

I assume that increasing the lightmap of my meshes would not be of any help as those are the shadows from the walls/ceiling which are at 2048 resolution and not to mention this problem persist on my entire build.

My packed light and shadow maps texture sizes are at 4096. So i have no clue on what is going on.

Thanks for the reply. Will be waiting for a further explanation if possible.

I will tell you using resolutions that high on mobile will not work. So 4096 resolution textures are not supported on Mobile as these are incredibly high in memory usage. Even the 2048 resolution textures are going to occupy a lot of memory on your device. If you run out of memory, the resolutions of some textures that are deemed not necessary will be streamed out and could cause some low resolution textures to appear.

I highly recommend taking a look at our documentation on guidelines for developing on the mobile platforms.

Texture Guidelines for Mobile

It is hard to determine what could be going on unless I have the project in front of me. Increasing the resolution of your floor will increase the received shadows from objects since it is increasing the density of pixels for that mesh.

Thank you,

Oh ok. Thanks. I will give it a try.

Let me know if you are still having trouble, and we can keep troubleshooting.

try manually altering the UVs in a 3d app so they get the most space on the visible flat surface.