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
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?)