Is there a way to switch out the complete lighting setup during runtime?
Basically, what I want to achieve is having different levels in a single scene to avoid loading times after startup (this is a VR game, so the hiccups even when using LoadLevelAsync are not acceptable - a longer startup time is fine, however). There’s also quite a bit of stuff that’s shared between levels, so from that perspective it’s also nice to keep it all in one single scene.
In the level, there are root game objects Level-00, Level-01, Level-02 and so on which I can activate / deactivate. I’ve tried both using only Precomputed Realtime GI and this plus Baked GI (and switching out the lightmaps). I’ve also tried both Ambient GI = Realtime and Ambient GI = Baked.
I can bake one level at a time, copy the generated assets to separate folders and then switch out the skyboxes and lightmaps during runtime. That part works really fine. However, it seems that there’s still some lighting information stored in another place (probably LightmapSnapshot) so that the lighting of the last bake is kept for all levels.
I’m using Unity 5.2 (beta6, later today I’ll switch to RC1). Is there any way to achieve what I want or do I have to fall back to loading each level separately (causing a pretty annoying hiccup when the new level is loaded even when using LoadLevelAsync)?