HI MaxSMoke,
While Dynamic Lighting is supported on mobile, with it’s own limitations, dynamic shadowing is another issue. On the Directional Light you can set Cast Modulated Shadows enabled that will work for dynamic/movable objects, but the rest of the scene should use static lighting. With Point and Spot Lights you can have up to 4 dynamic lights, but these do not cast dynamic shadows. The number of dynamic point lights can be changed in the Project Settings under Rendering.
Important note: My game is all procedurally created, so there isn’t really anything in the level before the game starts.
And yes, I do have a Lighting Importance Volume. I made it HUGE just so there’s no way the level is outside of it.
Light baking and Lightmass Importance Volumes do not work procedurally. These require the lighting to be built before hand. It’s the nature of using pre-computed lighting.
When I test this all on the PC, everything works as it should.
When developing for mobile on a PC and you want to see what it’ll look like, within some degree of reason, you can use switch the viewport render mode. You can do this by going to Settings in the toolbar > Preview Rendering Level > Mobile > Choose the best option that fits your needs.
This preview mode will adjust the features that work for most devices in that category. There is the possibility that it will still render some things that will not look like on the device, but it’s a closer option than the default render with all the features turned on.
I hope this helps.
Tim