Point light problem (only illuminates half)

So I’ve made a scene by copying a panel a few times to create a ground.
I’ve thrown out all lighting (so the world outside of the levels is black) and started putting point lights in it, but some weird things are happening:
1: the point light isn’t creating a nice spherical light and actually only illuminates at one half (which can’t be rotated so the south half will only be giving light)

2: The light does weird thing with the panels which makes it super obvious it i made it with panels and its not one big floor.


Also when i just use one plane as my ground, it looks like it receives light from only one point light. And that source changes a when I move that big plane around.

Are you in Deferred/Linear lighting mode? Edit > Project Settings > Player.

Thanks!
uhm not sure what you mean but when i go to Edit> Project Settings> Player>Other Settings> Rendering Path
it says “Forward” in the dropdown menu and when I change it to “deferred” or “legacy vertex lit” my problems are mostly solved concerning the visibility of my panels. But my point lights are still only giving away light on the south half side when using deferred. So the legacy vertex lit is working the best but still does some weird stuff like corners very dark (space between floor and wall), like it’s using way to much ambient occlusion.

Legacy vertex lit:

deferred (and deleted a few point lights because it was way over exposed):


Check the normal map is set as a normal map in the import settings for the floor material.

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Well I don’t use a normal map, only albedo

Well I was no help then, was I.

Are the meshes default cubes or did you model them and import them? Maybe there is something wrong with your models.

well i just made some square planes in max, then exported them as fbx’s and imported them in unity.
But i found a “solution”: the lighting is way better when i don’t build my floor out of those square planes but rather just use one big plane. This is isn’t ideal because i have to make unique planes for every level when I want holes in the floor.
But using one big plane does the trick.
Changing lighting mode in the project settings like Stardog said can also make it better.