More than one light in any scene messes with other lights

As the title says: If I have more than one light in my scene
the first light is fine,
the second is barely visible,
and any after that basically don’t project any light.

And the light that my player is ‘holding’ doesn’t have a pool of light at all but still shows light on walls and pillars.

Here is a screen shot which should be colour the same way as the text above.

This has been happening since I started using Unity a year ago and I really need a fix now cause I am using it to make games now, not just coursework.

Just to clarify, I need all the lights to show their pools of lights like they are meant to, no matter how many lights I put in the scene.

Thank you for your help.
Doc

It’s your pixel light settings. Rendering lights per-pixel takes a fair bit of processing power, so Unity is trying to optimize it by mostly only rendering the brightest one.

You can fix it by allowing more pixel lights: Edit → Project Settings → Quality, set Pixel Light Count to at least 4. It’ll be on two at the moment which is why you’re not seeing the third light at all.

Alternatively you can fix it by just telling Unity that rendering those lights properly is important. Select all the spotlights and set their Render Mode property to Important.

If some of your spotlights don’t ever move, consider baking them into lightmaps: Unity - Manual: Lightmapping: Getting started
You might be able to get away with only having one dynamic pixel light anyway - the one on the player.

Awesome.
My lights are now working and I will play with the other options you mentioned, just increased the number of pixel lights for now.

Thanks for the quick answer.
Couple more questions:

  1. How can I make the forums email me when someone answers one of my questions?
  2. Any idea where I can find information on what iPads can handle in terms of lighting / shadows or tri counts in unity?

Cheers
Doc

  1. Click Thread Tools at the top right and choose “Subscribe to this Thread…”
  2. I don’t know about iPad specifically, but generally you’ll want to bake (lightmap) as much of your lighting/shadows as possible, as obviously have fairly low poly counts.