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Instantiate object with Emissive Material
Hello!
I'm building a infinite corridor with the Instantiate function. This corridor has different textures and also a Emissive Material on a specific mesh (it's like a neon).
When I load my prefab on the scene and run, everything works fine.
When the prefab is Instantiated none of the emissive materials are working.
Am I wrong somewhere or is it impossible to do?
Cheers!
$$anonymous$$aybe this part of the tutorial text for Emissive $$anonymous$$aterials yields the solution:
There is no range value for emissive materials but light emitted will again falloff at a quadratic rate. Emission will only be received by objects marked as ‘Static’ or “Lightmap Static’ from the Inspector. Similarly, emissive materials applied to non-static, or dynamic geometry such as characters will not contribute to scene lighting.
Answer by PsY4 · Nov 22, 2017 at 05:26 PM
Hey, I have the same problem, when the asset is Instantiated, emissive texture don't illuminate nearby materials ... It might be an illumination setting somewhere but can't find it. I also tried to call UpdateGIMaterials just after instantiation, but no luck !
Please help