I'm not sure I mentioned it, but setting up lights (in 3D) is an art form (even with today's "click and done" tools and global illumination). Even more so in "realtime 3D", when you have a very, very specific idea of how things should look.
AgentZero (or AZ for short) isn't different there (did I mention that the prototype finally has a name?).
My original plan was to be able to light each room (as I would do for rendered 3D) to get the light *right*, but of course there is no such a thing as "right" when setting up the lights in Unity. The first bummer was the fact that even with shadows turned on the lights shine "through" the scene, ie. when turning off a light on the first floor the room below it would become darker too.
So I ended up separating rooms with layers and "exclude" lights, so the lobby would be layer "RoomA" with the lights limited to that layer and the first floor would be moved to layer "RoomB", while the second floor would use "RoomA" again (as there was enough distance, so the lights didn't shine through).
This shows the old lights in action, with 3 spots per room there where 12 in there, plus the spots in the elevator and behind the doors (which are turned off when the door is closed).
Due to the nature of the beast there are only so many lights Unity handles well, setting the important ones to "important" helped a bit, but the nail in the coffin was the new "Restroom" room. When opening the door some annoying flicker showed (when the light was turned on behind the door). I may have been able to work my way around that, but I decided to overhaul the light completely and reduce the number of spots a LOT.
The new lights in place, it got a bit brighter and it lost a good deal of depth, but not to a degree where I would have cursed and shouted. Instead of using spots I went for 2 directional lights - one main light and one fill light to light up the edges. On the plus side I still can exclude rooms from that and add individual lights there (think dark passage), I need yet to find out if I can change layers at runtime, but if not I find a way around that.
The lobby with the new lights (not as bad as I feared either).
I'm toying with the idea of adding a light that moves with the player to recreate a bit of atmosphere, but for now the light has to stay the way it is now.
... and with this I'm going to continue coding the handling of the WC stalls.