I believe this has something to do with culling masks or light culling.
Unity directional light bleeding trhough wall.
A potential solution is to open the gameobject s mesh renderer a mesh component that takes the geometry from the mesh filter and renders it at the position defined by the object s transform component.
Any help is greatly appreciated.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Place it just behind your wall so that it blocks the light from leaking out.
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As an off the wall guess though it looks like your trying to force beta your lighting values far beyond their limitations that is causing the lighting solution to bleed.
I was wondering how i could go about culling the lights so they no longer shine through walls.
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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.
Create a unity primitive cube plane etc sized similarly to your wall remove its collider and in the mesh renderer properties set it to shadows only.
If a light is next to a wall on one side you can see it on the floor on the other side.
That s why shadows exist.
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In some situations normal bias can cause an unwanted effect called light bleeding where light bleeds through from nearby geometry into areas that should be shadowed.