You have a point light source behind some walls.
Light goes through walls unity.
Then click on your light click on the culling mask dropdown then uncheck the layer the object is on.
That s why shadows exist.
These options have obvious edge cases that can t be easily resolved.
Now the light will not affect the object.
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Although you have enclosed the light indirect light from the light source seems to seep through especially on the ceiling and the floor.
Since you re using unity free put the plane on a specific layer.
On why there is still a slight light in your scene despite the walls that s unity s environment lighting.
Light going through wall.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
You ll notice the walls have a greater gradient of color now.
In that case you ll need to be a bit more clever.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
I am in a room where there is no light and i can see the light coming from the next.
Open window lighting scene and turn the ambient intensity to 0 and reflection intensity to 0 to get rid of the default ambient lighting.
Unity can set it and forget it rather than continuously having to readjust the lighting effects.
The layers are the dropdown box in the upper right of the inspector.
Create a unity primitive cube plane etc sized similarly to your wall remove its collider and in the mesh renderer properties set it to shadows only.
This also lowers the performance cost of lighting.