gameObjects not affected by ambient light!?!

Greetings. The below screen shows show a sample scene with ambient light turned on, and then ambient light set to zero. Notice how the terrain is being affect by the ambient light, but the objects in the scene are not.

What up with that?

I actually really want to know how to force both behaviors to happen. There are times in which I want objects to darken if the ambient light is lowered. But there are other times when (like with the menu cube thing in the center) to always have this lit brightly regardless of what the ambient light setting is. Please tell me this is possible. And then tell me how to do it :slight_smile:

I’m using Unity 5.4.0f3. I’m not sure if this is a bug I’m seeing, or is just me not understanding something, but it sure seems strange.

With Ambient light

Ambient Light:0

It looks like this happen only when I adjust the Ambient Intensity while the game is running via the slider. This seems like a bug. If I lower the Ambient Intensity before running, then the objects placed in the scene are affected. I haven’t tried to see what happens when adjusting his via script, but I’m hoping that I’m able to dynamically change the lighting via script and have it affect all the objects (that I want it to).

Regarding having the menu always lit, I’m looking into setting up a light and culling mask that will only illuminate the menu.

Sh*t Sandwich. Setting ambient light using RenderSettings.ambientIntensity = X; in C# exhibits the same weird behavior.
Not only does dynamically adjusting the ambientintensity not affect placed game objects, but what it does affect (the terrain), it does so inconsistently. I had noticed this same inconsistent behavior when manually sliding the scrollbar in the editor. When you move the slider around, sometimes, all the way up (value 8) is very bright, but other times it’s not bright at all. It’s totally glitchy.

Perhaps this is a Unity 5.4.0f3 thing, but I sure hope this gets fixed if it isn’t already!

This helped to partially fix the problem. I guess you need to call the following after the RenderSettings.ambientIntensity:

  DynamicGI.UpdateEnvironment();

Now my dynamically created objects are having their brightness correctly adjusted, but I’m still seeing completely random results both when moving the Ambient Intensity slider and in C#. Since this is an adjustment I think most everyone plays with in their projects, it’s surprising that such an obvious bug would be happening in multiple versions of Unity.