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Question by imrankhanswati · Aug 30, 2016 at 09:44 AM · lightinglightshadowlightslighting bug

Light pass under walls

!hello. I am trying to create torch for my game so for that i am using spot light with real time backing and hard shadow enabled. But light pass under the walls while the walls and ground are snapped. I also tried soft shadow but no luck. thanks in advance fro any help.

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avatar image NerdClown · Aug 30, 2016 at 10:42 AM 0
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$$anonymous$$eshes have a "cast shadow" option. $$anonymous$$aybe that is not enabled for your walls?

avatar image imrankhanswati NerdClown · Aug 30, 2016 at 12:04 PM 0
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cast shadow option is on for my walls. thanks for suggestion.

avatar image NerdClown imrankhanswati · Aug 30, 2016 at 02:23 PM 0
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Hmm! How about the floor? Does that have receive shadows set?

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avatar image NerdClown · Aug 31, 2016 at 08:11 AM 0
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Could be something related to quality settings maybe? There is quite a few things in there related to shadows.

$$anonymous$$ight also wanna double the wall scaling in the Y-direction, just to make absolutely sure that there are no gaps.

avatar image imrankhanswati NerdClown · Aug 31, 2016 at 10:39 AM 0
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still nothing good. I think its bad time for me.thanks nerd clown.

avatar image filibis · May 31, 2017 at 11:49 AM 0
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Did you able to solve this? I'm having the same issue. Searching on the internet/forums or here didn't really provide any solution sadly.

avatar image SohailBukhari filibis · May 31, 2017 at 11:53 AM 0
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Use layers and culling masks so the light only affects specific layers

avatar image filibis SohailBukhari · May 31, 2017 at 02:25 PM 0
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$$anonymous$$aybe i should have said 'similar' issue, because i'm not sure how to make use of layers and culling masks in my case. Directional light causing these light leaks at the edge of wall & weird shadows (baked or realtime doesn't matter) and i'm going to use the room behind this wall as well which needs to be lit with the same light. I'm pretty sure that my walls are thick enough, 'water tight' and stick to each other and using same materials.

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