Lighting issues - mesh origin must be in view for DirectionalLight to work

So, yeah. In this image the lower-left corner of the set of tiles in front of the camera is the origin of the mesh, as soon as that’s out of the viewport, the tiles go dark (or at the very least, wrong). Any help appreciated.

Have you regenerated the bounding box after modifying the mesh?

You need to do it on both the mesh and the parent geometry iirc.

Check out the custom mesh tutorial, you gotta add normals and if you use normal maps or other advanced lighting stuff make tangents with the generator.

5000 FPS lol don’t fry your GPU set a limit.