In that case you ll need to be a bit more clever.
Unity directional light bleeding trhough wall.
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That s why shadows exist.
A potential solution is to open the gameobject s mesh renderer a mesh component that takes the geometry from the mesh filter and renders it at the position defined by the object s transform component.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Place it just behind your wall so that it blocks the light from leaking out.
This is caused because the use inverse squared falloff is set to on by default forcing you to have to use way more lights than whats needed or to set it s value far outs side acceptable values.
I believe this has something to do with culling masks or light culling.
As an off the wall guess though it looks like your trying to force beta your lighting values far beyond their limitations that is causing the lighting solution to bleed.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
I was wondering how i could go about culling the lights so they no longer shine through walls.
These options have obvious edge cases that can t be easily resolved.
Any help is greatly appreciated.
Create a unity primitive cube plane etc sized similarly to your wall remove its collider and in the mesh renderer properties set it to shadows only.
If a light is next to a wall on one side you can see it on the floor on the other side.
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