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Question by
doeke · Sep 09, 2017 at 09:35 AM ·
lightmapprocedurallightmappingstaticglobal illumination
Preserve lightmap on instantiated object
The castle is marked lightmap static with realtime global illumination turned on. I can't figure out how to copy over the lightmap data after Instantiating a new castle during play.
This is what I've tried so far, to no effect:
Transform clone = Object.Instantiate(source);
var sourceRenderer = source.GetComponent<Renderer>();
var cloneRenderer = clone.GetComponent<Renderer>();
cloneRenderer.lightmapIndex = sourceRenderer.lightmapIndex;
cloneRenderer.lightmapScaleOffset = sourceRenderer.lightmapScaleOffset;
cloneRenderer.realtimeLightmapIndex = sourceRenderer.realtimeLightmapIndex;
cloneRenderer.realtimeLightmapScaleOffset = sourceRenderer.realtimeLightmapScaleOffset;
cloneRenderer.UpdateGIMaterials();
Anyone know the answer?
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