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Question by rocketfalls · Dec 23, 2019 at 04:09 AM · lightingmaterialsemission

Lighting/emission not updating in real-time

I have a scene set up with several objects all next to each other. Using emission, I want them to be able to cast different lights and glows on each other, and I want to be able to toggle that through script during runtime.
.

Each object has it's own separate material and emission map, and all lighting is set to real time. At first I couldn't get the glows to cast on other objects at all, until I set them to static. In my script I toggled the emission property of the shader, hoping to turn some of those objects on and off. While I was able to do that and I saw those spots on the objects being toggled light up and turn off accordingly, the lights they cast on other objects never changed. Example, at the start, object A is casting a purple light onto object B, leaving a visible purple glow. Object A's emission property is disabled, leaving the purple parts of it no longer lit up, but the purple glow still remains on object B.
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I think this might have to do with me setting the objects as static, but then i can't get any of the glows to show up at all, so what would be the solution here?
.

I'm on Unity 2019.1.14f1, and I'm still very new to lighting.

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Answer by alexhapki · Sep 08, 2020 at 10:22 PM

Hi Guys, I got a purple color on one scene for objects a at certain distance, it disappeared any time I approached the object, it was due on Lighting Settings, in "Fog" checked as true. In case it may be of help to any of you. I turned it off.

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