How to Build Lighthing in streaming Levels?

If each level has its own light, when it is rendered you will see the lights on the levels compete to see who compiles first. This will generate lights you don’t want.

Now if only one level has lights, the focus of the light does not always reach all the places and there will be darker parts.

The best solution that has occurred to me is with volumes. There are many types. Choose the one that best suits you.

For example:
Light Spread Volumes

Volumetric Lightmaps

If you only want to put the lights on the persistent level, remember that the others do not have to have light (hide it). So the level will look dark, because the light will be hidden, to partially show it, you can change the view with this:

Something like:
Level persistent[active lights with volumes]
-level_streaming[hidden lights] (When you enter this level you have to have Unlit to visualize or activate the lights of the level itself level_streaming partially)

1 Like