Unity Point Light Goes Through Walls
Set your torches up with flame particle systems and then set the point light at the center of the hallway between the two torches.
Unity point light goes through walls. Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab. It s really just a shadow type setting that needs to be set right. Here is how to fix it. Place it just behind your wall so that it blocks the light from leaking out.
You have a point light source behind some walls. Note that this will take a long time depending on the size of your scene and the number of lights 3. You can simulate this in shaders or use raycasts to see if the light is behind a wall. 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.
Although you have enclosed the light indirect light from the light source seems to seep through especially on the ceiling and the floor. These options have obvious edge cases that can t be easily resolved. 1 set the range of illumination to just reach the wall the strength of the light on the wall will decrease. In blender there is an option called edge split which makes edges sharp.
In that case you ll need to be a bit more clever. 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. That s why shadows exist. Shadows are the obvious answer however i assume you are using lite and that s not an option.