I’ve noticed that lights act very differently when running in the Unity editor versus iOS. I can’t even predict what the app will look like without actually building it.
In the attachment, the top image is in Unity and the bottom is on iOS. It’s the spotlight above the table pointing straight down that looks most different. It become very diffuse and lights the whole scene when I build it for iOS. I have the Quality set to Fastest, so I didn’t think there would be any lighting issues.
Is there any way to preview what lights will look like on iOS without having to do a build every time I adjust a light slightly?
I remember having a similar issue where the quality settings were not being applied in the editor. Having a script set the quality level on start worked fine.
Also, have the script output what the quality level is set to on start up?
I’m running Unity 3.5.7 (waiting to upgrade till a big project is finished). In older versions, there was a quality setting for the editor, but it’s not there anymore. Now it’s just web, standalone, iPhone, and Flash. I assumed that since I was building for iPhone, that quality setting was applied to the editor. Is there a way to set the editor quality?
Having the quality set in a script sounds like a great idea, assuming it shows up in the editor.
It looks like the floor in the top image is using per-pixel lighting and the bottom is using vertex lighting, which would cause the floor to be evenly lit unless the mesh is subdivided several times.
If you haven’t already, try opening the shader and removing the noforwardadd pragma directive. I remember having a problem with Unity 3.5 where my models looked fine in the editor but ugly on the device.