How to swap lightmaps?

My guess was that it should be enough with something like this:

var myLM : Texture2D;
LightmapSettings.lightmaps*.lightmapFar = myLM;*

Being i a valid index, of course.
It doesn’t work as I expected.
In fact, when printing the .name of that lightmapFar, before and after the assignation, the same original name is given.
What surprises me most is that, while in play mode, I can assign the texture manually in the lightmapper interface and it gets correctly updated.
Anyone knows how should I do it in order to make it work in runtime from a script?
Thanks!

Hi there! I just got such a thing working the other week through assetBundles, below is an adaptation that should work for you.

var myLMs : Texture2D[] = //populate your custom lightmaps
var lightmaparray : LightmapData[] = LightmapSettings.lightmaps;
        
for (var i=0; i < lightmaparray.Length; i++) {
    var mapdata : LightmapData = new LightmapData();
    mapdata.lightmapFar = myLMs

lightmaparray = mapdata;
mapdata = null;
}
LightmapSettings.lightmaps = lightmaparray;
I’m actually a C# guy, so please forgive if I’ve made any mistakes in translating to js, but I believe this should work.