Realtime Lighting Doesn't Get Disabled

At 6:30, you've set the cube's emissive Red material to Realtime and then uncheck Realtime Lighting to turn off the emissive red effect on the room. When I do that, the room is still red (although slightly less red). Am I missing a step?

  • The Directional Light's mode is: Mixed
  • Mixed Lighting's Lighting Mode is: Baking Indirect

On a separate note, baking takes a rather long time. I've tried bumping sample/resolution/quality numbers down, but I feel like it's still lagging quite a bit, taking more than just a few seconds to update. Any other things to try?

  • Jonathan Gonzalez(jgonzalez) replied

    If the room is still red it's possible that lighting didn't get rebaked and/or the floor/wall objects are really shiny and receiving some of the red color. It's hard to say without having the project in front of me. It sounds like you're doing everything correctly. 

    Lightmap bakingmay take a while. The videos may be a bit deceiving as I cut out or speed up the process as I wouldn't want to have a 10 min video of lighting being baked. If you really want to speed up lightmap baking set the lightmap resolution to something like 2. That setting tends to determine how quickly you'll bake out lighting. 

  • Nicholas Yang(nyanginator) replied

    Thanks, the Lightmap Resolution: 2 does help a lot. I figured the videos were edited for time, but I guess I also wanted to be sure my computer wasn't the problem.

    I'm using the given Room_Start.unity scene in Unity 2019.1.0f2. These are the steps:

    1. Add a cube.
    2. Set it to static.
    3. Add the emissive Red material.
    4. Check that the Red material's GI is set to Realtime.
    5. Turn off Realtime Lighting in the Lighting window.
    6. When it's done auto-baking, the red is still illuminating the room.
    7. Setting Mixed Lighting mode to Baking Indirect makes no difference.