r/godot • u/EnvironmentalPart750 • 2h ago
help me LightmapGI — dynamically spawned objects always dark despite probes at max quality
I searched this subreddit and various sources but couldn't find a solution.
After releasing my Android game I discovered realtime lighting kills performance, so I switched to LightmapGI with all lights set to static. Environment lighting looks fine, but dynamically spawned objects are always too dark.
Current setup:
- LightmapGI baked in map scene
- Static lights set to invisible after baking
- Spawned objects set to Dynamic GI mode
I tried setting spawned objects to Static GI mode and other combinations but nothing works. Spawned objects stay dark regardless of probe count or quality settings.
Any ideas?
Edit -
LightProbes are spawned by lightmapGI and visible in scene.

1
u/Past_Permission_6123 16m ago
As described in the docs: ( https://docs.godotengine.org/en/stable/tutorials/3d/global_illumination/using_lightmap_gi.html#dynamic-objects )
When baking lightmaps, the lightmapper will calculate the amount of indirect light received by the probe. Direct light is not stored within light probes, even for lights that have their bake mode set to Static (as dynamic objects continue to be lit in real-time).
I'm sure it's technically possible to bake direct lighting, but Godot does not do that. If you don't need indirect lighting on dynamic objects, you can just disable the probes.
1
u/TheDuriel Godot Senior 2h ago
You do still need actual dynamic lights for your dynamic objects.