Shadows/Lighting change depending on the location of the player

Godot Version

4.1

Question

`An issue has been plaguing my game where the lighting is inconsistent based on where the player moves. Certain shadows only activate when I’m near, and will deactivate after a bit of time.

Almost all lights except the street lights are not baked in, because there is a system for turning off and off light switches, and for you to lose power. Neither of those would be possible if I baked the lighting

I have a World Environment node set up, but removing it does not solve the issue

I am running forward+ and within the light limit

this is what it looks like. it happens everywhere.

`

not enough information.

forward doesn’t have a light limit, that’s compatibility.

1 - hardware? GPU, memory, OS?
2 - what shadows are you using? this looks like baked, or is it real time buffer shadows?
3 - have you changed anything in project settings? what?
4 -

do not remove environment
5 -

how do we know this isn’t a code problem?
6 -

is light distance enabled in the lights?

7 - it could also be a bug or a problem with the drivers. or you reached the limit of visual nodes on screen, if that’s the case, all you have to do is go to project settings and raise it, or use some form of occlusion to hide them.