Hi. I’ve made a little level with baked lighting.
I’ve got this lil rubber duck that i’ve made a few of and added physics to so you can kick them around
i set the light in the room to ‘stationary’ , made sure the duck was marked as movable
the light is set to cast dynamic shadows, and it does for my charachter, and also if i add like a basic sphere that will cast shadows but my little ducks dont.
i’ve checked to make sure that ‘cast shadows’ is marked on the ducks, and ‘dynamic shadow’ too
it dosen’t seem to matter how big i make them, they just don’t cast shadows, like they are secretly little vampire ducks or something
does anyone have an idea of what i might be doing wrong?
Yes that does work but I’m trying to make the game performant. Don’t movable lights cost more in terms of performance?
Also I just don’t like the mystery, I like to understand how the tools work. It’s strange to me that some things cast shadows and others don’t. I don’t know if it’s a bug or something I’m missing
what type of shadows are you using? can dynamic objects use distance field shadows? i dunno, rn. maybe you should check if your lil duck has a proper distance field generated. for shadow mapped lights the polygons should be enough.
and movable and stationary lights have the same cost, kinda. dynamic light and shadows. the only thing that changes is that the gi is baked, in case you use a baked level.
Thanks for the response. Yeah I’m trying to bake lighting. I have the project set to use shadow maps (is that what you meant by type of shadows?) and in the mesh for the ducky i have ‘generate mesh distance field’ checked, but i don’t really know what i’m doing there, how can i check if it has a proper distance field generated?
The other reason I don’t want the movable light is because it doesn’t give GI like the baked lighting does since im not using lumen obviously.
Do virtual shadow maps work with baked lighting? I’m trying to make the game performant on even low end systems. Not everyone has a powerful graphics card, and I want to sell my game to everyone, plus I want my friends who only have non gaming laptops to be able to play it without having to use low resolution and resolution scaling to get a good frame rate
basicly mobile spec then? it depends. you could for example bake interiors with static lamps and use stationary lights for the ones you want or need to cast dynamic shadows. the mobile guideline is max 4 dynamic point or spot lights per mesh object on screen. and you can use a stationary directional light to bake gi and have dynamic outdoor shadows. both shadow mapped or vsm should work.
it’s all about mobility settings. bake everything that doesn’t need shadow movement and limit excessively which lights need dynamic shadows for visuals.