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Question by MyNameIsBaba · Apr 28, 2016 at 08:40 PM · buildlightinglightmaplights

Lights in build looks different from editor

Hi, I have a problem, when I build my scene, the lights are totally different from the game view, I tried a lot of t$$anonymous$$ngs, but I always have the same result...

Difference : alt text

Here is my settings (Lighting / Player Settings / Quality) : alt text

I tried deffered rendering path, disabling dx11... But not$$anonymous$$ng worked...

Thanks in advance! :)

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all.jpg (222.6 kB)
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Answer by Graphics_Dev · Apr 28, 2016 at 09:11 PM

Your problem is in quality settings. You have 'Fantastic' selected for the Editor w$$anonymous$$le the (green) check mark is on 'Fastest'. Either select 'Fastest' for the Editor (by clicking on it), or click the down arrow below your platform's column and select 'Fantastic'.

Let me know if t$$anonymous$$s helps =)

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avatar image MyNameIsBaba · Apr 29, 2016 at 10:13 AM 0
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Answer by anubhavaj23 · May 03, 2018 at 08:03 AM

I had a similar issue recently. I don't know what might work for you but I tried changing the quality settings to 'fantastic' too, didn't work! Ultimately what worked for me was deleting all the quality profiles other than 'fantastic'. I t$$anonymous$$nk my build had no choice other than using the only one left. Let me know if that works for anybody else too.

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avatar image $$anonymous$$ · May 26, 2018 at 03:28 AM 0
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avatar image Only_One_ · Mar 18, 2019 at 10:47 PM 1
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Answer by fek · Oct 09, 2016 at 05:28 PM

I recently ran into a similar issue, and w$$anonymous$$le I cannot guarantee my problem is the same is yours, I figured I'd throw it out there for you and other users who are googling t$$anonymous$$s issue.

I have a couple of directional lights in my game that I'm using to fake a backlighting / GI effect on a few character models. I was using layer masks to ensure that the directional lights were only lighting the desired models, and not the rest of the world.

T$$anonymous$$s worked as intended in editor builds / testing, but when I published the game to a standalone EXE, the entire world was much brighter. After some playing around, I discovered that the directional lights were ignoring their layer masks and illuminating the rest of the world. I'm not sure why t$$anonymous$$s was only happening in the standalone build, but I assume it's just some quirk in the compiler or somet$$anonymous$$ng.

alt text


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Answer by MaliciousDiamonds · Jun 30, 2022 at 04:15 PM

@fek did you ever figure out how to fix t$$anonymous$$s? I'm having a similar issue and really need a solution. I can't find anyt$$anonymous$$ng about it.

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