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It’s actually more to do with their lighting systems leaking through walls (even thick 3D walls that are like 0.25m thick) and also still processing behind grid map walls even though they’re not in camera view (obstructed/occlusion). I’ve had to make complicated grid maps with lights work by adding custom occlusion parts to the walls that send signals to enable or disable the entire light object scene, which is a little tedious to have to do.
So, it’s mostly the performance part that’s had me in a pickle. That being said, the default lighting from my experience between the two engines require more work on Godot to be smooth and work to the scene whereas Unity it’s always felt like “it just works”. Not that it’s impossible, just that it does require some extra time to work. This is where I’m now kicking off to watch this video and see if I can get something good out of it!
It’s actually more to do with their lighting systems leaking through walls (even thick 3D walls that are like 0.25m thick) and also still processing behind grid map walls even though they’re not in camera view (obstructed/occlusion). I’ve had to make complicated grid maps with lights work by adding custom occlusion parts to the walls that send signals to enable or disable the entire light object scene, which is a little tedious to have to do.
So, it’s mostly the performance part that’s had me in a pickle. That being said, the default lighting from my experience between the two engines require more work on Godot to be smooth and work to the scene whereas Unity it’s always felt like “it just works”. Not that it’s impossible, just that it does require some extra time to work. This is where I’m now kicking off to watch this video and see if I can get something good out of it!