How do I turn on the shadows?

Can you tell me which other checkmark I forgot to click to stop light passing through opaque objects?




And no, it’s not reflected somehow from below:

the only way I found to stop it passing through like that was for it to be rendered on both faces.. Which seems daft, but it was the only way, its like because its invisible from the inside, it passes through

Did you mean that?


It didn’t work.

I found a bad solution that will stop working, for example, when turning the engine, but so far, specifying the type of light as a cone - is the best available to me..

Why will it stop working? Is the light a child of the object?

What do you mean? Is the light source in Child-s ? Yes

Then it should turn with the engine, so why will it stop working then?

Oh, that’s what you mean…

Yes, you’re right, the cone-shaped light source will rotate with the engine, but when it turns, this beam of light will periodically fall on other parts of the ship, and there this problem will repeat, only with other parts of the ship.

Obviously, I need to somehow make the light stop passing through opaque objects.

I understand that the problem is that I have to click some kind of checkmark in one of the settings menu, it should take a couple of seconds, but the whole problem is that I do not know what this Checkmark is or where it is located…

Could you help me with that?

I see that your light is set to “Baked”, but baked lights only work in the context they were baked in. Objects with baked lighting are not supposed to move, and while you can move a baked object as child of one without baked lighting, the light would not affect a surface below when flying over it. However, as long as you don’t actually bake the lighting in the scene, they will work as realtime lights.

If you just want to enable shadows for a light source, you can do that in the “Shadows” section of the light component, however, realtime shadows are expensive, especially on point lights (I believe spot lights are a bit better). if you absolutely need it, set the resolution as low as possible (this option appears when the light is set to realtime mode).

But be aware that there is a limit on how many lights can affect a single object. You can set this limit in the URP settings assets in the “Settings” folder, and the maximum amount in the Universal Render Pipeline is 8. This means if you have a large ground object that your ship flys over, no more than 8 lights from the ship could shine onto it (similarly, if the ship’s hull is one object, 8 lights could shine on it at the same time). If there are more than the limit, some just won’t work for this object.

If you just don’t want a light to affect certain objects, you could use a culling mask. To do that, create a layer with a name of your choice, e.g. NoEngineLight, and assign the objects to that layer. Then, in the light source’s culling mask (under “Rendering”, deselect this layer. Now the light will no longer shine on these objects.