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Question by medkhai · Feb 25, 2015 at 11:54 AM · prefablightingartifacts

Indoor lighting not blending. shows artifact on component snap lines

I have bought Nitrous Butterfly Office Level Kit, and was trying to learn how to use it. I build a simple corridor and some rooms, then I tried putting Point Lights to illuminate the interiors.

However as I kept adding lights, some strange artifact became apparent, where the room and corridor prefab snap together.

You can clearly see that there are lines between each prefab, the light does not blend smoothly.

I tried lowering intensity or range, but even at the lowest setting intensity 0.1 the lines are still visible, and the light do not blend smoothly.

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ligh-error-plan.jpg (137.8 kB)
light-error1.jpg (271.3 kB)
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avatar image Josh Naylor ♦♦ · Feb 25, 2015 at 11:55 AM 0
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have you tried asking the publisher about the issue

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Answer by tpelham42 · Feb 26, 2015 at 02:57 AM

I am the kit publisher.

This appears to be an issue with the lightmaps in your scene. You should either

a. Ensure all level pieces are marked as lightmap static and re-bake the scene. OR b. If you don't want light maps then ensure there are no existing lightmaps are built for the scene by clearing them in the light map window.

Unity Lightmapping Quickstart: http://docs.unity3d.com/Manual/Lightmapping.html

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avatar image Josh Naylor ♦♦ · Feb 26, 2015 at 03:40 PM 0
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It's great to see publishers replying to these kind of threads, keep up the good work!

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Answer by medkhai · Feb 26, 2015 at 03:40 PM

Dear tpelham42

thank you for your answer. I was not using and lightmap, as I was just testing out the kit. However your advice will be precious once I start using it in a real project.

I found that the Render mode of the lights affects the problem I was having. By default my lights were set as Auto, so I has seeing this effect. Changing the Render Mode to Important fixed it.

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Answer by marcospgp · Feb 01, 2021 at 01:17 PM

Just wanted to chime in and mention that this also happens in the Universal Render Pipeline, and can't be fixed by setting Render Mode to Important as mentioned above.

More information about lighting in URP here https://learn.unity.com/tutorial/editing-lighting-in-the-lightweight-render-pipeline

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