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Question by liszto · Sep 06, 2012 at 06:31 AM · prefablightmapbakingpropertyserializedobject

Change scale in lightmap (Prefab property) by script

Hi,

I do a script which change the scale in lightmap by script with this function :

 private void ScaleInLightmapAll (GameObject go)
     {
         //Check if he got a renderer
         if (go.renderer != null) {
             //Serialized my object to allow to modify every property in it
             SerializedObject so = new SerializedObject (go.GetComponent<Renderer> ());
 
 //            Debug.Log ("Scale value : " + so.FindProperty ("m_ScaleInLightmap").floatValue.ToString ());
 
             //Find the property and modify them
             so.FindProperty ("m_ScaleInLightmap").floatValue = m_nScaleInLightmap;
 
 //            Debug.Log ("Scale value after : " + so.FindProperty ("m_ScaleInLightmap").floatValue);
 
             //Apply the modified properties
             Debug.Log ("succes ?   " + so.ApplyModifiedProperties ()); //Send true but this is working ? oO
 
 //            Debug.Log ("Scale value after : " + so.FindProperty ("m_ScaleInLightmap").floatValue);
         }
     }

All my debug line seems ok before and after but when I bake my lightmap with another script, my lightmap is bake with the initial value of each prefab (1).

Someone got an idea on this, it can be a good thing ;)

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avatar image liszto · Sep 07, 2012 at 08:02 AM 1
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I create a Unity forum thread to centralize the answer, so if someone got a solution, my problem is more explain on the forum. So if someone got knowledges on AssetDatabase methods, thanks to help me é_è The link : http://forum.unity3d.com/threads/150200-Changing-prefab-property-by-script

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