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Question by greencindy · Feb 15, 2013 at 02:32 AM · runtimelightmap

change lightmaps at run time?

I know there has been several posts, but I still can't get the lightmaps immediately displayed on the screen. I use only one lightmap at one time, and the lightmap is updated and stored in the same name. I attach this script to the object which I baked the lightmaps to. Thanks very much!

 public class RoomLightmap : MonoBehaviour {
     private LightmapData[] lightmapdata = new LightmapData[1];

     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {            
         lightmapdata[0] = new LightmapData();
         lightmapdata[0].lightmapFar = Resources.Load("Final_LightmapFar", typeof(Texture2D)) as Texture2D;
         LightmapSettings.lightmaps = lightmapdata;
         renderer.lightmapIndex = 0;
         renderer.enabled = true;    
         
     }
 }
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avatar image liszto · Feb 15, 2013 at 06:25 AM 0
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if your projet is in text mode ( Edit/Project Settings/Editor) can you say me what is the value of lightmapIndex in your RoomLightmap prefab ?

It must look like that in the file :

 Renderer:

   m_ObjectHideFlags: 1
   m_PrefabParentObject: {fileID: 0}
   m_PrefabInternal: {fileID: 100100000}
   m_GameObject: {fileID: 100000}
   m_Enabled: 1
   m_CastShadows: 1
   m_ReceiveShadows: 1
   m_LightmapIndex: 255
   m_LightmapTilingOffset: {x: 1, y: 1, z: 0, w: 0}
   m_$$anonymous$$aterials:
   - {fileID: 10302, guid: 0000000000000000e000000000000000, type: 0}
   m_SubsetIndices: 
   m_StaticBatchRoot: {fileID: 0}
   m_UseLightProbes: 0
   m_LightProbeAnchor: {fileID: 0}
   m_ScaleInLightmap: 1
 --- !u!33 &3300000

If the index is not set to 0 I don't think if you do this :

 renderer.lightmapIndex = 0;

can work.

avatar image greencindy · Feb 15, 2013 at 06:40 PM 0
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Hi liszto,

Thanks very much for replying. I tried to remove the renderer.lightmapIndex = 0; and it didn't work too. Is that because if I overwrite the lightmap in the same name and load it, Unity does not work?

Actually I tried to name the lightmaps in different name, then it showed lightmap immediately, but seems that the lightmap is loaded as "Texture". So now the problem is that I don't know how to change the texture type of the lightmap to "Lightmap" at runtime. Do you have any idea? Thanks!

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Answer by liszto · Feb 15, 2013 at 08:37 PM

You can look this Unity Answer topic, maybe this can help you ?

==> http://answers.unity3d.com/questions/49135/how-i-can-change-lightmaps-at-runtime.html#answer-359345

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