Suppose we have two lightmapped scenes of identical geometry that difer in the deployment of static lights.
What is the best way to setup:
- in form of one scene and then and swap the lightmaps
- or in form of two scenes and corresponding levels and then use Application.LoadLevel() to swap those scenes with all the lightmaps
1 Answer
1
No one willing to answer. Have to do myself.
Seems that the best way is to make three scenes/levels:
-
one with all non-mesh and no-light objects put into container with the script component attached. The script should contain the “DontDestroyOnLoad (transform.gameObject);” statement in Awake section.
-
two with meshes and lights - to toggle between
I would be grateful if someone would be willing to confirm, deny or comment that.
I have found similar topic here: http://answers.unity3d.com/questions/27233/beast-lightmapping-how-to-bake-objects-and-use-the.html Looks like the first solution is being discouraged because of discontinuing of lightmapping shaders.
– tomekkie2