How to fix indirect lights seeping through walls.
Unity point light goes through walls.
These options have obvious edge cases that can t be easily resolved.
In that case you ll need to be a bit more clever.
The particle systems draw the eye away from the origin point between them and the majority of players aren t going to notice that detail anyway.
That s why shadows exist.
1 set the range of illumination to just reach the wall the strength of the light on the wall will decrease.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
In blender there is an option called edge split which makes edges sharp.
2 increase the intensity as you want and you will see that the light is now illuminating just the wall and don t go through.
Applying that before importing your model means that the faces along that edge are not actually connected and a tiny bit of light will fall through as a result.
I ve had a similar problem with my models.
Note that this will take a long time depending on the size of your scene and the number of lights 3.
Although you have enclosed the light indirect light from the light source seems to seep through especially on the ceiling and the floor.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
Set your torches up with flame particle systems and then set the point light at the center of the hallway between the two torches.
It s really just a shadow type setting that needs to be set right.
Place it just behind your wall so that it blocks the light from leaking out.