Hi! I have a large scene, with only baked lights, I see unity is spending resources on “CullAllVisibleLights” This is in editor, and might be different in build, but since all of those lights are baked, they should not require any cull testing etc? I work around this by disabling them on start, but this should not be necessary?
Even if this is an old thread, I post here because I found out this myself just now in Unity 5.6.2p4 and haven’t seen anybody else commenting on this matter.
My scene for a mobile game has all of its lights baked, and it’s kinda weird that Unity checks visibility to all of them spending a millisecond or more per frame.
Did anyone solve this?
Just found out that it was already submitted as a bug