Point Lights Turn Off When I Look Away Or Turn On Flashlight

So I’m using Unity URP 2022.3. For some reason my Lights turn off randomly when I look away from them, at them, when I turn on my player’s flashlight, when I’m too far back, for NO REASON AT ALL they just stop producing light.
I’ve tried setting my lights to baked, setting them as important, changing camera render, and no one online had a proper solve, and I can’t find the (edit pixel count) or anything. What do I do?


^Light Doesn’t illuminate roof or floor^

^Flashlight creates weird lines on walls and stops other lights from coming in^


^Ceiling doesn’t illuminate and bottom wall cubes don’t illuminate correctly^

Actually, theres most definitely a reason. To start with, look into the total pixel lights used in settings.

Also, get to know your lights, modes, and how to make the best of them.

The thing is, in short, theres ALOT to lighting. In fact, its an art form in itself, imo.

How would I find the “Total PixelLights”? I’m tried looking it up and it says in the project settings under Quality or whatever, but I cannot find anything. The only place I see that is in these things, but I don’t know if this is the same thing.
9469358--1330760--upload_2023-11-13_14-24-1.jpg

Though i have not personally used URP - i have used HDRP and the default pipeline, and noted that the settings can look a little different between the two.

The important part is to look in the docs and find the 'Quality/ … what ever" part that you almost found. Also, be sure to look into light overlap, as that can cause undesireable lighting problems as well. Sorry i cant be more specfic on the exact settings menu/ but it should not be that hard to locate. Unfortunately, i do not even have unity open atm, or near.

What about the floor and roof not being lit? Some areas it DOES light up, other spots it DOES NOT. Could there be another cause, or is light overlap the issue there too?
(I’m an Unreal Engine man, my Unity skills are very limited)

Did you bake lighting?

Hit me up on discord if you want a hand and are a user, #JD1539

Have you tried changing the additional lights calculation from per vertex to per pixel?

Or you can switch to Forward+ or Deferred rendering path in the active URP renderer (“Performant_PipelineAsset_ForwardRenderer”) because they don’t have per object pixel light limitations compared to Forward path.

So the “Per Pixel” thing doesn’t work so much, but I am now trying the Forward+. It seems to take a while (probably because my thing is either huge, or my computer is super slow), but thanks, I’ll try it out and let you know how it went.

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