Lightmap Manager Lite FREE RELEASED

We are proud of our latest release of the Lightmap Manager Lite (FREE STABLE VERSION), no more need to extract anything which a lot of users faced problems with in the early releases and had hard time installing but this time you just import it and start playing with it, we have cleaned everything and polished it up while it is totally for FREE.

If you have it already then Just get the update and if you don’t just download it :wink:

The features are:
1- Save\load lightmaps for dual\single lightmaps with the datetime, description, a name and a preview image.
2- XML formatted saved file that includes all the settings associated with all light-mapped objects.
3- Set out the maximum size of each lightmap.
4- Resize lightmaps.
5- Adjust brightness on runtime.
6- Blend between lightmaps.
7- Switch between lightmaps.
8- Tint lightmaps.
9- Direct support channel within so you can get the support needed from us as your satisfaction is our priority.

GET IT FROM THE ASSET STORE HERE

And if anyone of you have bought the Lightmap Manager V1 before it became Lightmap Manager Lite then don’t hesitate to contact us and to get other tools from us for FREE.

if you are looking for advanced features then consider Lightmap Manager 2 which includes and add some advanced features to lightmap manager lite, these features are:

1- Animated Lightmaps
2- Per object saving
3- Per object baking

Main Lightmap Manager 2 forum is http://forum.unity3d.com/threads/94813-Lightmap-Manager-2-Animated-Lightmaps-per-object-baking-and-saving

Excellent Tool

I highly recommend people give this product a try as it makes storing retrieving baked lightmaps
simply a breeze.

Must have in any developers box of tools

support is excellent; all i can say is keep up the great work guys

:sunglasses:

We will :slight_smile: thank you so much :smile:

Looks nice, I’ll try it :wink:

I thought the music in your video was pretty funny. Lol.

Hope you liked it :wink:

Does it work on 3.1 pro ?

I have this error :

Assets/plugins/SwitchLM.js(1,1): BCE0043: Unexpected token: public.

With unity 3.1 (and I can’t update because i have to do build more than 2.Gb and it’s only possible with the 3.1…)

Yes of course :smile:

I will send you a version that can fits with 3.1 just PM me with your email

we have created a hotfix for users who are using earlier unity 3.x releases, please find it below

608845–21673–$LightmapManagerLiteFix.unitypackage (20.1 KB)

We are so excited to announce Lightmap Manager 2 that includes and add some advanced features to lightmap manager lite, these features are:

1- Animated Lightmaps
2- Per object saving
3- Per object baking

Main Lightmap Manager 2 forum is http://forum.unity3d.com/threads/94813-Lightmap-Manager-2-Animated-Lightmaps-per-object-baking-and-saving

I cannot select the CPU or GPU it always keep the cpu, any idea why?

also if I test the brightness, the editor hangs, maybe some bug

If you are using the lite version then it will only support execution on the CPU, Lightmap Manager 2 supports GPU.

For mobile I think GPU is required to have some performance right?
So I may consider buying proif the performance is good on mobile.

hi i just got mxd bundle and imported all the packages into the same project but as soon as i import lightmapmanager i get number of exceptions that will not clear

i guess it gets confused and uses enumeration with the same name in in MDXCore.dll

Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(988,107): error CS0117: `SelectionMode' does not contain a definition for `Editable'
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(988,58): error CS1502: The best overloaded method match for `UnityEditor.Selection.GetFiltered(System.Type, UnityEditor.SelectionMode)' has some invalid arguments
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(988,58): error CS1503: Argument `#2' cannot convert `object' expression to type `UnityEditor.SelectionMode'
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(1393,112): error CS0117: `SelectionMode' does not contain a definition for `Editable'
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(1393,63): error CS1502: The best overloaded method match for `UnityEditor.Selection.GetFiltered(System.Type, UnityEditor.SelectionMode)' has some invalid arguments
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(1393,63): error CS1503: Argument `#2' cannot convert `object' expression to type `UnityEditor.SelectionMode'
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(1445,109): error CS0117: `SelectionMode' does not contain a definition for `Editable'
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(1445,60): error CS1502: The best overloaded method match for `UnityEditor.Selection.GetFiltered(System.Type, UnityEditor.SelectionMode)' has some invalid arguments
 
Assets/LM2/MXDLightmapManager/Scripts/Editor/LightmapManager.cs(1445,60): error CS1503: Argument `#2' cannot convert `object' expression to type `UnityEditor.SelectionMode'

you can very easily fix it by changing use of

SelectionMode.Editable
SelectionMode.Deep;

to

UnityEditor.SelectionMode.Editable
UnityEditor.SelectionMode.Deep;

that way there is no ambiguity

:slight_smile: