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Question by taweim · Feb 13, 2015 at 12:13 PM · prefabscenelightmapdynamicbake

baking and lightmapping with dynamic level building

Greetings, I've been building different levels in one scene using only a few prefabs (with multiple objects per prefab) and instantiating them onto their rightfull place.

Now i've recently started looking at baking a scene, which ofcourse will be hard to do so when you have an empty scene. So i put the prefabs into my scene, bake the lights, and remove them afterwords.

When I run the game and it works perfectly ( as long as the prefabs instantiate on exactly the same places). But the're multiple level setups with a few changes into prefabs positioning, prefab use etc.

After some research I learned you can lightmap a scene, store the lightmaps (and probes) into the resource assets and set them correctly using code.

So now i have one scene, 3 different level setups and 3 folders with the lightmap assigned to that certain level. And it worked pretty good a long as it would be only 1 lightmap.

The problem is that 1 lightmap won't do much good for creating a good image, so i need more of them. But when i assign 2 or more lightmaps while instantiating a level, they always get mixed up by the meshrenderers.

I've tried lightmapping per prefab, but each bake responds differently and overwrites lightmap 1 when baking lightmap 2 for a different prefab.

Any help or ideas would be great! Thanks in Advance

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avatar image taweim · Feb 17, 2015 at 01:03 PM 0
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Some people have been suggesting some work arounds for this problem:

  • Set the lightmap per prefab into a shader

  • Bake the lightmap into the texture in its 3D model environment

  • Create multiple scenes as they originally hold the lightmaps

I feel reluctant using these methods as i really want my above one to work. Any suggestions or opinions on this matter?

avatar image jasonlu00 · Jul 06, 2015 at 12:52 AM 0
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I'm having similar problem. Could you tell me more about the method you mentioned? "you can lightmap a scene, store the lightmaps (and probes) into the resource assets and set them correctly using code." Thank you so much!

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