Hi guys, I have a question on large worlds. We have one big light (sun light) which is not moving as we do don’t need this light to be moving in our game. then we have a number of other dynamic lights.
We have set SkyLight as Moveable and DirectionalLight set as Stationary. Other combinations seems to crash lightmass on some of our levels, so we avoided those (example both skylight and directional light as static).
With this setup on large levels the static build data is quite big, example one level has 744Mb of Build data file. I know that static light should have better performances than full dynamic lights, and this is why we use it, but at the same time I’m wondering if such large datafiles are going to be detrimental on the other side on memory and loading times, and so at the end affecting performances anyway. Are there guidelines/best practices on this?