Lighting and Levels in Unity

When I started working on my project on different computers than my personal desktop, I started to notice lighting issues.

So, at this point I’ve figured out that I have to go with deferred lighting or forward lighting, both of which have a max per object.

My level is currently one fbx, from one scene. Should I lightmap it or break it up to be able to apply more lights (because it will no longer be constrained to the light limit of one object), or both?

Neither forward nor deferred rendering have any limits per object, as long as you’re talking about pixel lighting (vertex lights are limited to 8 per object).

–Eric

Yeah, sorry, I was referring to Pixel lights.

If I understand it correctly, I need pixel lights for bump and normals to show, right?

Edit: Do I have it backwards? I thought vertex lights were the less expensive lights, and pixel lights have the limit (hence the obscene poly/vert count at runtime)

Right. While there aren’t any limits, you might still prefer to lightmap because of higher lighting quality and better performance, even if you don’t have normal maps.

–Eric

Thanks.