Spot lighting behavior Editor vs iOS build

Hello,

Quite new here on the forum, I’m learning Unity since two weeks now and I have a issue related to spot lighting in my scene.

I have sprites with a Sprite/Diffuse shader material attached to them to interact with lighting.

In the Editor this works smooth and the textures get smoothly lighted, but when I build to iOS the textures are either lit or unlit without transition.

I searched this forum and tried the following things already (no shadow settings on the light source):

  • At main light options switch to uncompressed.
  • At main light options tried different resolutions
  • At light object tried Baked as well as Realtime
  • I tried a material with Mobile Diffuse and Mobile Vertex lit. (this option totally messes up the lighting and show weird artifacts in the editor already.

Any suggestions are very welcome.

After a couple of more tries and builds to iOS (3 more hours) I finally found the cause. For those who might encounter this, in the Light object, the “Render Mode” should be set to important instead of automatic.
I think because my test scene used 4 light sources that the automatic setting just didn’t saw it as important and therefore just applied very basic lighting hence the per sprite illumination instead of the transitional lighting.
I read somewhere to try not to use more than one light, but I didn’t notice a performance drop fps wise on iOS in a 4 lights scene.