Prevent the regeneration of light probes in build

Hi to everyone, i need to lighting a scene in which a very complex model is presented step-by-step.

My first attempt is to use “Precomputed Realtime GI”, so i follow several tutorials to optimize the baking process, that now takes just about 15/20 min. The problem is that there are too many faces that are really closer or, sometimes, self-intersecting, so the final result is an almost totally black GI… and no visible effet on the scene.

My second attemp is to use a low-res version of the scene to bake the precomputed GI, and then use a light probe group to store light propagation in the model space. It works quite well (ok, no indirect color, but it’s enought for my needs).

The problem, in this case, is that in the editor, i can generate the baked GI Maps and light probes, then disable auto-generation of backed maps and hide the low-res object… but how can i do the same in the build?
I need to prevent the regeneration of light probes!

You can place your low resolution model in a separate layer and then use Culling Mask in your scene camera to hide that layer.

Alternatively, place your low res model into one scene, and your high res model into another. Bake the scene with your low resolution model in it. In the final build, unload the low res model scene and then additively load the high res model scene. More information about this workflow can be found here - https://assetstore.unity.com/packages/templates/tutorials/additive-loading-lighting-examples-129922

Also, which Realtime GI tutorial did you follow? If you haven’t already, check out our official optimization tutorial via this link - Precomputed Realtime GI (Global Illumination) - Unity Learn