This had nothing to do with coroutines but with the used rendering / lighting method and light limits. Those differ from target platform to target platform and of course from Unity version to Unity version. You can also check the player settings for each platform. Different lighting models allow different amount of lights to light up the same object at once. My guess would be that you try to light up a single object with too many lights for your used lighting model. Unity does sort the lights by priority and only applies the one which has the greatest influence on the object. There’s no light limit when it comes to static / precomputed lights (it just takes longer to build), but having many dynamic / realtime lights that affect the same surface / object will always cause issues. I think the global illumination model does support much more lights than in the past. Though be careful as you may explode your memory usage that way. See this thread for a bit of insight.
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