1) That's what I meant, my honest mistake was using... hm. The direct translation from polish would be mental-shortcut. I hope it's understandable. ^^
Also. This sounds curious, if you have possibility to link me an article on that ambient light technique, that would be cool. ^^ I'd search for it myself, it's just I'm slightly busy being fisted by my faculty.
2) You mean, that it's due to balance issues somewhat? I mean, in case somebody turns that setting to off to improve performance, and thus possibly giving himself disadvantage? This begs another question - how would flares work? Or are flares mostly the entity textured with transparence to simulate the light, and not necesserily the light source itself?
Yeah, just like I thought.
Although, hmmmm. Do point lights REALLY hit performance that much? Or is that Unity problem with lighting calculations? So far I only have experience with creating point lights in (almost) pure OpenGL only, so yeah. ^^
Thanks for answer Watchmaker, honestly kind of surprised of having an answer from someone who knows his shit and this soon.