Is it possible to set up scene lighting in Unity 2022 so that it works after upgrading to Unity 6 without baking?

I’ll soon be releasing an update to a plugin on the Asset Store which supports Unity 2022 and 6, so all my sample scenes are made in 2022 but when I import them into 6 the scene lighting doesn’t work properly and everything is dark.

Unity 2022:

image

Unity 6:

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The only way I’ve found to avoid this issue is to bake the scene lighting which is annoying because it puts an extra folder next to each scene with the same name so I have to keep it in sync whenever I reorganise things and it also adds a bit to the file size (~30kb per sample becomes ~190kb).

Obviously neither of those are significant issues, but if there’s a simple way to avoid it I’d like to do so.

All forms of automatic baking were removed after Unity 2022, including automatic baking of environment lighting. We are discussing adding a mode which bakes the scene immediately on load, for use cases such as asset store sample scenes, but it hasn’t landed yet. Such a setting would still write the lighting data to disk, but you wouldn’t have to distribute it to your users.

For now the best you can do is to ship the lighting data with the scene, or use a script to bake lighting on scene load. The easiest way is to call Lightmapping.Bake on scene load. Another way would be something like that I posted here [Solved] SceneManager.LoadScene() make the scene darker... a bug?

That’s rather disappointing, thanks for the info.

It’s nice to have access to fancy new features, but it’s a real shame to lose the basic simplicity of just putting a light in a scene and having it work by default.

I’ll probably just go with including the baked data rather than bothering with a script that only runs in Play Mode.