The same issue as this old thread, amazingly still exists in Unity 2019.2.21f1 (64-bit).
Unity 5.2.1p2: Realtime lights not working - Occlusion Problem page-3#post-5920154
Pretty frustrating as I’m already working around other lighting limitations and then hit this issue, which is pretty much a brick wall for what I’m trying to do right now.
I was using a mixed lighting setup to get specular, as Unity does not give that baked and the scene looks flat otherwise. Unfortunately the performance cost was just too high, so I’ve gone 100% baked for now. However now of course the scene looks pretty dull, even with reflection probes and light-probes setup correctly.
So the idea - to have a dynamic point light follow the player (at a fixed distance / interval, so not always moving), with a low light emission, just enough to give specular in the local area to the player. For what I’m trying to do the concept works great, however due to the bug above, Unity culls the light depending on what angle you look at certain meshes.
Disabling occlusion culling on the camera, the issue immediately goes away, however then my scene is useless anyway, as I then have no culling and tris / verts go up exponentially.
I’ve just spent the last 4 hours, trying every light setting and trick in the book to get around the issue, with no luck at all. So it’s pretty much dead in the water right now. Posting this in the hope that someone at Unity actually notices and picks up on the issue.
FWIW - right now trying to launch my project, so don’t have time to spend creating a repro for such a simple case, that should have been fixed long ago.
// Wildstyle