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Thank you for the bug report. The Built-In Skymanager was removed based on extensive discussions on its previous (dys)function, the design paradigms that we are choosing to follow and the trade-offs between the previous design and the current state. Our avoidance of any 'automated' systems is explicit and deliberate and we actually cannot wait until there is an implementation from URP's side of any other such system as we (the Light Transport team) do not control their priorities or roadmap. We prefer to clarify our systems and tools now rather than offer overlapping tools and mixed paradigms in an already overcrowded Editor experience. I understand that this seems like a 'serious regression' but there is no functionality that has been lost here, in fact the design has been made much more clear. Each scene begins with the default ambient lighting and any change to the lighting, as would be the case with any baked lighting (and this is baked, serialized lighting) will have to be explicitly baked through the Lighting Window. This workflow avoids confusion as to ambient lighting not being present in various scenarios (prefab view, playmode, etc.) After numerous bug reports to this incidental feature (which was introduced as a bugfix) we have decided to remove it and that decision (for better or for worse) is not something that we can revert at this point.
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