I have successfully created a light map which looks good within Unity itself.
Our process uses prefabs which we then save out using our own propriety exporter. Trouble is the connection with the lite map doesn’t seem to be saved with the prefab and you can’t manually place the light map into the prefab either.
Anybody know of a work around for prefabs not including beast light maps?
Is it a bug, our propriety exporter or that prefabs just don’t support beast light maps yet?
making a prefab will kill it.
the lightmap is part of the scene, not of any object in the scene, so you can not transform it to a prefab to take over the information. if you put the prefab into another scene it will get new lightmaps that you generated for that specific scene
you will need to use unity pro and stream the scene itself in (buildpipeline offers you the possibility to export a scene as streaming scene)
@bigkahuna
After you have assigned the lightmap in the shader properties, you still have to copy the
per-object Atlas information (tiling x and y, offset x and y).
Just select your object that got the legacy shader assigned, open the lightmapping window,
go to the object tab and expand the Atlas entry.
Then paste all the tiling and offset settings to the lightmap texture property in your object’s material
Thats how I bake ambient occlusion and shadows for some objects with beast.
Of course you can bake lightmaps for a single object with beast and use the texture with 1-1 tiling and zero offset so the maximum texture space is used and no other object messes your lightmap up. But this is another story and too offtopic