Hi Alieninsane,
If you’re spawning everything in when the game starts then you won’t be able to take advantage of static lighting. Static lighting is precomputed, which means it cannot be generated at runtime. This is why you’re seeing the difference when you enable the lighting to be dynamic/movable. Stationary lighting is kind of an in-between for this though. If you have geometry in the level that is not spawning dynamically you can build lighting and these objects will be lit with precomputed/static lighting and then any objects that spawn in once your game starts will use dynamic lighting with your directional light so long as you’ve set the “Dynamic Shadow Distance StationaryLight” for your distance. This is set to 0 for stationary lights by default.
Dynamic lighting can be costly, but mostly when it comes to shadow casting. Using dynamic lighting without shadow casting enabled can be more performant than using static lighting, since it doesn’t require any lightmaps to be stored for the precomputed lighting.
Tim