This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
I'm not very well versed in lighting with Unity and I just wanted pointers for how to fix the lighting in my procedurally generated dungeon crawler rogue-like. I've asked this question before on here but really didn't get much help so I decided to make a more detailed post. In my game the entire dungeon is generated on play, the scene is a black void until it is generated upon game start and this works all well and fine but I'm struggling with how to fix the lighting in my game, I'm getting all sorts of light flickering and seams between prefabs and it just doesn't look very good. I know I need to use light maps or something like that but I just don't know how that would work without any of my objects being static. I have prefabs for every room size ranging from 3x3 to 6x6 and all these rooms are made of wall cells that use a script to know which walls need to be turned into a door. the hallways work essentially the same way, they area 1x1 cube with walls on each side and delete the walls between themselves to form a hallway. I will include a short video showing how my dungeon is generated and how the basic structure of the prefabs for the rooms looks for reference. do I need to use lightmaps? if so how would I set that up to work in the way I need it to? Is there some other way I can fix these weird flickering and I just don't know about it? please help! if you need any more reference to how my game works in order to answer just leave a comment.
https://reddit.com/link/1dfeton/video/58ue5faysf6d1/player
the picture provided is a screenshot of the hallway units
Subreddit
Post Details
- Posted
- 5 months ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/Unity3D/com...