For his situation and scene what worked best we thought was to simply set a floor2 layer on the other side of the wall and disable that layer for that light.
Unity light goes through walls.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
These options have obvious edge cases that can t be easily resolved.
That s why shadows exist.
Published on nov 2 2017 you have a point light source behind some walls.
Then click on your light click on the culling mask dropdown then uncheck the layer the object is on.
In that case you ll need to be a bit more clever.
That light should not affect that hallway at all anyways so it works perfectly.
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Unity 5 also made a big change in how it s shadows are rendered be sure to select your object and set cast shadows via the inspector top of mesh renderer component to two sided.
Now the light will not affect the object.
The layers are the dropdown box in the upper right of the inspector.
My level has high walls all around it and what i want is for the 1st person controller to just bump into the walls without going through it i created the level before i heard you need to tick the generate colliders so i ticked that doesnt affect the level thats out it will make colliders but i will have to start it all over again.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Otherwise lights will go right through the backfaces by default.
The real solution would be to create walls with actual depth so it gives the shadow bias some room to work.