Lightmapper Workflow with several Areas

I have a scene with several light setups. One area is dark, another is bright and the third is an interior. Each area can be faded in and out.

I wanted to use Lightmapper for lighting. I only have one problem that I can’t bake all at once. I would like to activate one area, bake it and then activate the next one and bake another Light Setting.

Unfortunately the Lightmap texture slot disappears if it is not activated and I bake another area. How can I prevent this and use already baked lightmaps? Or is there another workflow to achieve this?

So, we are working on some better flows for this.
But for now, is there a reason why you can’t just keep the different setups in different scenes and bake them individually and then load them in at the end? Or maybe I’m not fully understanding what you are trying to do

Just as @JenniferNordwall suggested, you could try using multi-scene baking. Please refer to our official Additive Lighting Examples asset on the Asset Store for more guidance - Additive Loading Lighting Examples | Tutorials | Unity Asset Store

Thanks for your reply. i will look at the example

While loading this from asset store , there are 125 issues

Library\PackageCache\com.unity.package-manager-ui@2.0.1\Editor\Sources\UI\Common\UIUtils.cs(36,54): error CS0246:
The type or namespace name 'Button' could not be found (are you missing a using directive or an assembly reference?)

5210534--518693--s123.JPG

Yes looks like it just works on 2018.3