Indirect lighting not reflected in light probes

I have a prefab. its were the player start when he enters a new game or respawns after death. This prefab has a light probe group. In a empty scene it looks like this

Indirect light from the spotlight to the lower right contributes to the light probes. Here is an actual scene. Also works,

Here is a third actual scene, were it does not work. Indirect light does not contribute to the probes

Light setting

If I disable everything in the broken scene but the prefab it works

Need advice, thanks

I do get these errors but realtime indirect is disabled as yuo can see above

I guess what it complains about is the light occluding meshes I have. They are set to lightmap scale 0

Anyway, above workign bake is with those occluders only and the prefab and that works.

I changed to Very high setting for the light parameters parameters, and I though it first solved it

But the problem have now moved to a new mixed mode light instead.

There is no overlapping mixed mode lights in the scene and we only have 3 mixed mode lights in this scene including directional light

I reported bug

It seems like you have no baked indirect coming from the environment. In one of your shots, I can see that you are using a very dark gradient. Could you please try increasing its brightness, or switching to a skybox?

No there is indirect, it’s just not contributing to the probes. I can fix a screenshot when I come back to the office with and without indirect to show you the difference. But I have a dark gradiant, so were indirect does not hit it will be very dark.

I’m baking a clone of the scene as we speak with medium paramters. Will compare high and medium wen I get back to the office.

edit: Btw, to get fair compares look at the first screen first post, it got no skybox controbuting to ambient. And the last screenshot in same post it also has no skybox contrubuting to ambient. These two should look the same.

Allright so here is Indirect on

And here with it off. As you can see it affects both geo and probes

While in above screenshot from orignal post it does contribute to geo but not to probes (Paste it below)

Here is the prefab in an empty scene (Medium)


And here in the actual scene (Medium)

So pretty close to each other

Here at High setting, empty scene

Actual scene at high settings


Also very similar results

edit: Interesting that at Medium the light data takes 0,83 gigs and 0,79 at high

Yes, I’ve just noticed that. Please paste the bug ID here, so we could take a look at it quicker.

Sure no problem, here goes, Case 1151719

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I have been able to reproduce the problem. Its related to Very low lighting parameters.

Though banking in an empty scene at very low is not a problem. Which indicates there is a bug somewhere

I am unable to find the issue in issue tracker, was there ever an update on this?

Hi Edboon, the bug is still on our radar. The reason we have not looked at it yet is that other issues with higher priority (more people affected) have taken precedence. Of course, we aim to find time to look into this issue as well.

You can find it on the issue tracker here:

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Thanks for the update, and link.

Would it have the same effect as having 2 lights, one realtime and one baked of the same type and intensity,etc?

@BigRookGames Sorry, but I don’t follow. What does “it” refer to in your sentence? Please give more context :slight_smile: