How to do light baking in an ECS system?

Suppose I have a scene that requires light baking. How do I handle this logic within the ECS environment? Should I separate the areas that need light baking from the subscene to keep them isolated and avoid interference, or are there other alternative methods?

Do you mean the baking of lights, or the baking of lights? (Both should kinda work out of the box. Can you add more information?)

Regarding light baking, such as needing to bake within a subscene, is the process for this consistent with the standard scene’s workflow?

There should be no need to move anything. Lightmapping will still work and be split into the subscenes by Entities Graphics. It then converts them (if you have more than 1 lightmap) into a Texture2dArray when you close the subscene. However, there is a bug currently where you have to manually enable the read/write flag on the lightmaps after the baking completes and before closing the subscene(s). A problem with Texture2dArray requiring this, but I believe this will get fixed shortly.

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