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Hmm, I've tried what you suggested, but I can't tell if it works or not. It appears the problem is with what lights the *player* is intersecting, since moving out of certain cone ranges appears to render the lights correctly. I also did what you said and tried making some of them baked and some spot, and I think it fixed it in one area. I basically made the distant light that doesn't render baked lighting, and it stayed 'lit' while I was moving 'out of range' of it or whatever....
But I don't think baked lighting actually does anything? In the lighting options there are 4 places to set Baked that's in Shadows -> Cast Shadows, Render Specular -> Bake Into Cubemaps and Direct Lighting and Indirect Lighting. Setting all 4 of these to Baked, and this should effectively allow me to render more of them? But I still encounter the same problem with not being able to render distant lights if I'm within range of *x* lights (I don't know what the conditions are to render or not render a light), whether they are baked or not.
For the moment I've been playing with the End Fade Dist so I can kind-of control more which lights are shown and when. But it is not ideal.
It sounds like you did everything correctly for the baked lights. I'm pretty confident, that my recommendations for those are correct. Baked lights should not contribute to your lighting problems. The effects of dynamic lights are continuously recalculated in-game. They cast shadows for physics props and your controllers/hands. Baked lights, however, are all calculated ahead of time. Their effects and shadows do not change. They are essentially just painted into all the textures. I'm not sure how many lights you baked, but 18 lights is a lot to start with. You probably will need to make some big trade-offs. In comments from Valve developers, I've seen them state that multiple lights tend to quickly cause a lot of problems. That has been my experience so I always think very carefully about how to make the best use of the fewest lights. Contrary to my previous statement about narrow cones, the answer is probably to use far fewer lights with broader cones to cover a bigger area (i.e. fewer lights in the player's view).
Oh, and the maximum number of realtime lights visible at once is 16.
I have not tried Generate Lightmaps yet, but I will definitely later to see if it actually does bake the lights. Because you're right, I still see shadows under my "baked" lights, even after specifically clearing and re-baking the lights. I wonder why the *real* baked lights option is in the build window and not under, Baked Lighting, as one would assume?
EDIT: Thank you Rectus. I did a Generate Lightmap and it did indeed bake the lights as expected. Now I guess I need to strategically place per-pixel lights so that the player's hands aren't always completely black... But what do I have to work with here, am I to assume that I can place as many baked lights as I want since they're cheap renders, but realtime lights I am limited to 16?