I have a couple of questions about the lighting in Unity and hoping that you may be able to help.
I have a fully enclosed space in a small project I am working on. The enclosed space is just using Unity primitives, the problem is that that there is still a fair bit of light in the room! I expected it to be almost black that would allow me to use some sort of point light or some sort of emissive light source.
Is there any way that I can get this space darker?
I also have a tunnel area - I model I made in SketchUp - in the project as well I expected that the tunnel are would get progressively darker as I went further in, I was hoping to use some sort of light in the middle of the tunnel, but apart from the shadows as you enter, the light is completely uniform.
Is there also some way that I can get the space in the tunnel darker as well?
If there is anyone that can help here is a big thankyou in advance!
Ok, from your reply I gather that all objects/models that I want to be lit correctly have to be set to static! Is that a correct assumption?
Now, if so, I have been getting numerous errors. At first I was getting numerous:
Mesh doesn’t have albedo UV’s. Please create them in your modeller.
There were about 40 of them iirc, plus receiving other errors I had no idea to solve. So I started with the above one.
The model was created in SketchUp. So I searched on the problem and read about someone solving that error by adding a UV in Blender. So, I imported the SketchUp “.dae” file into Blender and did as best I could - I hate that program - but now I am getting a whole slew of:
Assertion failed on expression: ‘terrainInstanceHashes.find (instances*.instanceID) != terrainInstanceHashes.end ()’*
Eleven of them to be exact and now there is nothing I can find on this or how to rectify it. So, do you have any idea on how to solve this particular problem? Regards.