Prefab Lightmap Association/Lock
I'm trying to bake lighting on a group of assets, and then use those assets in another scene without losing their lightmap data. This was possible in past versions of Unity. How is it done in Unity 5.6?
The scenario here is a side-scrolling project with a 3D environment, where the environment uses tiled 3D assets. As an example, one such environment might encompass 4 city blocks, where each block is an instance of the same prefab that is repeated for the required length.
In the past, it was possible to bake lighting on the individual city block environment, and then instantiate and duplicate it into the gameplay scene four times while retaining the lightmap data for it. This keeps memory usage down and is far more efficient than baking lighting data to the same number of assets.
Many thanks in advance for any suggestions!
Answer by artician · May 16, 2017 at 05:37 PM
It seems the workflow for this is outlined here: https://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/#post-2177524
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