if I create a prefab with a “pre-baked” light probes asset, parent an empty object to the prefab and set this as the anchor override property, will the baked data translate with the instantiated prefab if that prefab is moved or rotated within the scene? or do I have this backwards, and the empty game object needs to be located where the prebake was generated and just referenced by the override?
ok, I think I have answered this myself… it would seem you can only have a single light probe asset per scene. that’s unfortunate and not how I imagined it should work. I had hoped that you could assign the asset to the prefab and have it translate with it… but nope. the prebaked asset is locked and you can only have one… so, there is no way to dynamically instantiate a scene with prefabs that have had their lightprobes pre-baked.
well… this might be ridiculous to do, but what if I had triggers in the prefabs that could “switch” the lightprobe asset and the anchor override for the object moving that needs to receive the pre-baked lightprobe data?
is this how people are working with prefabs and baked lightprobe assets?