Lightmap in unity iOS

Is there an option to generate a lightmap within the editor? or is this something you need to generate in 3dsmax?

Both work.

do you need terrain to create lightmap?

No. That wouldn’t make any sense. There is no terrain on iOS.

Lightmap for iOS doesnt seem to work with iPhone Shader on only with diffuse shader. Will that be a problem?

For making iOS games would it be recommended to do lightmap in 3dsmax? since it has problems generating lightmaps for iPhone Shader…

Do you have pro? Are you using beast? What are you trying to do exactly? Do you want to bake only direct lights or some sort of global illumination?

bake lights. I am using unity free with iOS basic. I want to test lightmaps for iOS development. however I need to know if i need to generate them through 3dsmax or if i can use beast lightmaps.

I can generate and test lightmaps when shader is set to diffuse. However when setting it to iPhone Lightmap shader, the light map generated doesnt seem to work.

I wonder if the penelope demo uses Unity lightmaping tool or done externally.

What you can do is (for each object) try generate UVs on a second channel for lightmap purpose in Unity. Beast atlas your lightmaps textures which could be pretty tedious outside Unity if you don’t have any auto-atlassing tool on your 3D package.
You can also skip the UVs generation, Unity does it for you if your meshes dont have 2nd UVs set.
Edit: You dont need to use any lightmap shader, Unity automatically does for you when using Beast lightmaps. If you import your lightmaps from outside unity, you need to use the mobile lightmap shader.

does the performance change in either choice?

We’ve tested lightmaps and they worked fine even on a 3G. The scene wasn’t very complicated, though.

The second set of UVs must be generated by enabling it from the mesh importer. After that you just make all the objects you want to bake static, then bake 'em.

Make sure to read the instructions on how to use the built-in lightmapping tool for Unity

In your mesh’s import settings, check “Generate Lightmap UVs”
Check static on your Mesh’s GameObject
In the Lightmapping tab, in the Bake section, adjust the resolution (you probably want it low for iPhone, so the lightmap generated will be small, like 1-5 texels per world unit)
Make sure you have lights in your scene, and/or you can make use of Ambient Occlusion
Click the Bake button!

Other than that, I never found the need to change the material’s shader, and it will still work on the iPhone. My guess is that the default diffuse shader already takes Unity-made lightmaps into account.

I know how to generate the lightmaps. however my question is shouldnt i enable iphone shader only? or can i use the diffuse shader for iPhone games?

what would be the advantage of baking in lighhtmaps externally vs within the engine?