The real solution would be to create walls with actual depth so it gives the shadow bias some room to work.
Unity light goes through walls.
Now the light will not affect the object.
Unity 5 also made a big change in how it s shadows are rendered be sure to select your object and set cast shadows via the inspector top of mesh renderer component to two sided.
My level has high walls all around it and what i want is for the 1st person controller to just bump into the walls without going through it i created the level before i heard you need to tick the generate colliders so i ticked that doesnt affect the level thats out it will make colliders but i will have to start it all over again.
For his situation and scene what worked best we thought was to simply set a floor2 layer on the other side of the wall and disable that layer for that light.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
In that case you ll need to be a bit more clever.
Then click on your light click on the culling mask dropdown then uncheck the layer the object is on.
Otherwise lights will go right through the backfaces by default.
Although you have enclosed the light indirect light from the light source seems to seep through especially on the ceiling.
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That s why shadows exist.
Published on nov 2 2017 you have a point light source behind some walls.
That light should not affect that hallway at all anyways so it works perfectly.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
The layers are the dropdown box in the upper right of the inspector.