Do lights get hidden when there are too many?

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:bust_in_silhouette: Asked By CodedOre

I currently do a [practical exercise for my university* with the focus on “traffic”.

Therefore, I have started implementing some vehicles, which all contain head-, rear-, brake- and reverse-lights.

However, there is a problem with the brake- and reverse-light:

As you can see here, the lights are lit up when I brake or reverse the vehicle:

braking lights working normally
reverse lights working normally

But if I turn on the head- and rear-lights, only one brake- and reverse-light shows up:

only one braking light is working
only one reverse light is working

So, the question is: What causes this and can I fix it?

Some additional information:

This car here has 8 light nodes, as there are 2 nodes for each “light”: One Omnilight with small range so you can see it’s lit up by looking at the vehicle, and one Omnilight with large range (or an spotlight for the headlights) for lighting up the enviroment.

As I have another vehicle with 10 lights having this problem even more, I suspect that I somehow hit a limit. Can this be the cause?


*: This is the best I can describe it. Our university calls it “Anfängerpraktikum”, but I could not find a fitting english equivalent for it.

:bust_in_silhouette: Reply From: volzhs

It’s a limitation of 8 maximum lights for 1 mesh with 3.2.3 or below.
reference : Only 8 SpotLights or OmniLights can be displayed on a given object · Issue #15651 · godotengine/godot · GitHub

But it’s changed to 32 and even can be increased at Project settings/rendering/limits/rendering/max_lights_per_object after 3.2.4 beta
reference : Make lights_per_object configurable by NHodgesVFX · Pull Request #43606 · godotengine/godot · GitHub

try 3.2.4 beta from Dev snapshot: Godot 3.2.4 beta 6

Thanks! I knew about the newly raised limitation, but thought it is already in the stable release.

Using the Release Candidate now and lights working like expected.

CodedOre | 2021-01-20 16:52