Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Unity struggling to show even a small number of lights

Discussion in 'Global Illumination' started by Altissimus, Aug 30, 2019.

  1. Altissimus

    Altissimus

    Joined:
    May 11, 2015
    Posts:
    49
    Hi,

    In my game (work in progress) at the mo, I am using ~3-5 point lights and ~3-5 spot lights at once. Unity is struggling with that. Seems a little surprising?

    Quality settings are maxed. It's built on an LWRP pipeline.

    I would prefer to avoid baking if possible, as I want shadows and stuff to reflect on the player. I wrote a script to ensure the lights were off when the player was off-screen from them, just to make sure they weren't adding to the load.

    Is there something else I should be doing?

    Thanks,

    A
     
  2. Altissimus

    Altissimus

    Joined:
    May 11, 2015
    Posts:
    49
    Bump please?
     
  3. Altissimus

    Altissimus

    Joined:
    May 11, 2015
    Posts:
    49
    Not sure why this thread is ignored - maybe I've asked a stupid question? Either way would be good if someone could please let me know.
     
  4. Tartiflette

    Tartiflette

    Joined:
    Apr 10, 2015
    Posts:
    84
    "Unity is struggling" isn't exactly helpful. Do you mean it gets really slow in the editor? Or in the built game? Is it on desktop, console, mobile?
    If you are targeting mobile, having more than a single light is already pushing it a bit, especially with shadows.
     
  5. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887
    Go to graphics settings and increase Pixel Light count to more than 4.

    If you're not building for mobile then don't bother with LWRP, and even if you are, the built-in pipeline is what all other mobile games use anyway. With built-in renderer or HDRP you can used deferred rendering which is better when using more lights.