I would like to do something like the following using multiple scenes:
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Create one “shared” scene with N other scenes that combine to make variations on levels. Let’s say we have DungeonShared along with DungeonLayout1 and DungeonLayout2 that load additively to the shared stuff to make a complete level.
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Load the combined scene of DungeonShared + DungeonLayout1 and bake this.
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Bake DungeonShared + DungeonLayout2 into a different LightmapDataAsset in the same manner.
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At runtime, be able to load each combination with the correct light maps (ideally without loading a set of lightmaps with the shared scene that are not going to actually be used)
Right now, baking one scene combination trashes the data for the other, even if I unassociate the shared scene’s lighting data before baking and then try to reapply the correct lightmaps in LightmapSettings at runtime.
(If there were support for nested prefabs, I could probably solve this without multiple scenes, but that’s been “coming in the next version” for years now, so I’m not holding my breath.)
So is there a workable option to achieve this workflow?