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Question by Victor Murillo · Mar 08, 2011 at 05:52 PM · lightrenderbakespotlightpointlight

Point lights and spot lights not baking in my scene

I have Unity Pro. All my spot and point lights are set to "bake only" and "important". I've tried rendering with forward rendering checked off and on. If I render one object at a time it includes all lights in my render. Only when I render multiple selections, I only get the directional light to render. If anyone needs further clarification please let me know. Thanks.

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avatar image obsidian1269 · Nov 27, 2011 at 05:29 PM 1
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I am having this same issue and it is driving me crazy. None of my spot lights show up on the baked texture no matter what I do. I've tried everything here and suggestions from other threads. If someone figured this out, please post an answer.

avatar image obsidian1269 · Jun 21, 2012 at 04:04 PM 4
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This thread needs more love. What is the deal with my lights being ignored? How is this not an issue for hundreds of users?

avatar image maraoz obsidian1269 · Nov 27, 2012 at 09:28 PM 1
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are you from project eternity? :O

avatar image thompsongast obsidian1269 · Sep 17, 2014 at 12:20 PM 0
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I also keep running into this problem, anybody found an answer already?

avatar image HalversonS obsidian1269 · Sep 18, 2015 at 01:26 PM 0
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Same issue here. For a few lights it was because the range was too short, even though it showed up in real time because the intensity was high enough. Indirect lighting acts quite differently in realtime vs. bake. $$anonymous$$aybe check that.

avatar image TheWarper HalversonS · Sep 18, 2015 at 06:15 PM 0
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Yeah, it's kind of a big problem that you can't just flip a few buttons and switch from Baked to Precomputed Realtime and get the same illu$$anonymous$$ation, especially since Baked lighting takes forever to fully bake.

avatar image blackshtormx · Jun 12, 2015 at 02:15 PM 0
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same problem

avatar image LonelyWorld · Apr 15, 2016 at 06:43 PM 0
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I am also having this problem

avatar image Beloudest · Apr 20, 2016 at 05:11 PM 0
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TheWarper nailed it, the range on baked lights needs a little more range to show up. How odd.

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Answer by cheesehound · Mar 17, 2011 at 02:03 AM

Have you gone into your Project Settings>Quality Settings and upped your pixel lights count? As far as I know, the count should be overridden by "Important", but that might not always work.

Baking pixel lights doesn't generally speed things up as much as I'd like. Good luck with that.

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avatar image Harardin · Aug 06, 2015 at 03:08 PM 0
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Have the same problem, your advice helped thanks.

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Answer by DaveA · Mar 08, 2011 at 06:19 PM

Have you set them to 'static'?

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avatar image Victor Murillo · Mar 08, 2011 at 06:25 PM 0
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Thanks for you response!

Yes, I forgot to mention that they're all set to static. I just did another bake and only some of the point lights baked. I should mention that my scene is an exterior night scene with over 25 point and spot lights in the scene.

avatar image DaveA · Mar 08, 2011 at 11:08 PM 0
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I take it all the objects are set to static and 'Receive Shadows' too, right?

avatar image DaveA · Mar 08, 2011 at 11:09 PM 0
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Also, see this script: http://www.unifycommunity.com/wiki/index.php?title=SetGOFlags

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Answer by zzeeshann · May 05, 2016 at 05:05 AM

Try, clearing Lightmaps by going to Window -> Lighting click Auto checkbox then from dropdown clear baked data and click auto again.

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avatar image Wanderloster · Oct 23, 2017 at 02:41 AM 0
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This is exactly what I needed. Thanks!

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Answer by Thorny2000 · Mar 03, 2017 at 05:38 PM

For each of your point/spot lights, make sure "Baked Shadow Radius" is zero (0).

A "baked radius" of greater than zero will spread out and fade out the shadow, you can get nice faded edges with small values like 0.05f but if the value is too large (e.g. 1) your shadows are spread out so thin they disappear. In realtime mode there is no "radius" value hence when you switch to baked it looked like the shadows just disappeared, but if "Baked Radius" is zero they should look pretty much the same as in realtime mode.

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