Point Light casts light only nearby static objects

The entire floor is not a single mesh; they are a bunch of separated static objects. When I add a pointlight in the scene, only the nearby objects receive the light, which causes that ugly, weird lighting result.

Any idea how to fix it? Thank you.

Change the mode of the light to either realtime or mixed. And consider switching to HDRP or URP since they are better on every aspect.

It is realtime. And I need a pointlight, not others


It seems like yout light is set to the baked mode.

It’s not baked mode. GI is disabled, no lightmap.

Can you provide some screenshots including:
a static object selected in the inspector
a non-static object selected in the inspector
your light object selected in the inspector