Godot Version
v4.7.2.stable.official [ed1daf0bf]
Question
Hello everyone! I have little to no experience in godot so I apologize in advance for an otherwise pointless question.
But anyways, is there a proper way to fix surfaces from “leaking” light behind it?
https://drive.google.com/file/d/1svQLFr1M4seZU69yILlmjL2ibi77gG5m/view?usp=drive_link
I haven’t changed any project and editor settings.
Light only passes through seams between tiles. The wall is built with 2 planes instead of 1, which might be a mistake, but that doesn’t fix the light comming through the ceiling, as well as between adjacent walls.
Building level manually (without using GridMap) doesn’t seem to solve this issue.
This can be easily fixed by setting sky color to black and it would be fine in this case, however, I am pretty sure there must be a more permanent fix to this issue. Playing around with anti-alliasing doesn’t sound right, and so making the visual surface slightly bigger.

