Normally the shadowcasting will, from the player position, set a brightness amount to each relevant tile. Yet I'm making a roguelike with a 3D map, and Unity has lighting.

Currently I have the player piece with a point light, and game objects that haven't been seen yet are set to inactive. but it doesn't have the same effect.

Has anyone resolved this situation? Any suggestions?

Addendum: Screen shots: example start of gameplay screen

example gameplay screen after movement

I somewhat like the effect as it is in the screenshots; I'd like to be able to control the amount of light in each 'tile' if possible.

  • \$\begingroup\$ It might help to add some images to this question - say an example of what you have now, and an example or mock-up of how you want it to look instead. \$\endgroup\$
    – DMGregory
    Jun 16 '18 at 18:26
  • \$\begingroup\$ seems like the light passes through the walls -- might a collider solve that? \$\endgroup\$
    – Chris
    Jun 16 '18 at 19:50
  • \$\begingroup\$ No, but placing a shadowcasting renderer in the wall, and enabling shadows on the light, will. \$\endgroup\$
    – DMGregory
    Jun 16 '18 at 19:51

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