Super Scene Baker is an editor tool to easily automate the process of lightmaps, reflection probes, light probes, static occlusion and/or navmesh baking on multiple scenes.
Why Super Scene Baker?
You have multiple scenes to maintain?
Before exporting a new build, you want to make sure all the baked data of your scenes are up-to-date?
Instead of opening every scenes to check them, use Super Scene Baker to automate this process in one click! You’ll never have a build with broken lightmaps anymore!
Use this powerful tool super easily by following 3 simple steps:
select the scenes you want to bake (or automatically select the scenes from the build settings)
choose the operations to perform (NavMesh, Static Occlusion…)
press Bake!
Features:
Efficient tool to automate a redundant and error-prone task.
Bake the lightmaps of multiple scenes independently.
Automatically save bake changes.
Super simple to use.
Choose exactly which operation you want to perform.
Report baking stats (lightmaps count and process time).
Full source code available / no DLL.
Please note that using Super Scene Baker to bake multiple scenes is different than multi-editing in the Unity Editor:
opening multiple scenes in the Unity Editor, and baking the lightmaps, will result in merging all the lighting data.
in the other hand, Super Scene Baker allows you to bake scene lightmaps independently: a light from SceneA will not be baked inside SceneB.
Please rate and add a review in the Asset Store if you like it! Thanks!!
Another question: Does this asset allow you to open all scenes (I have 50) and bake Occlusion together? My game has scene streaming and that’s the only way to make sure it works across all the scenes.
Hi
No it actually does the opposite. You give a list of scenes, and the tool will open the each scene one after the other and bake them independently.
Thanks.
Regarding this feature request, how would you like to specify the GameObjects to disable during baking? Would you prefer to specify a Tag, and so all the GameObjects with this Tag would be disabled? Or a specific Layer? Or another way?
Thanks for your feedback
I have a main scene with player, controller and direct light settings. I then want to bake all my levels who additive scenes. Can I do that easily ? I mean…baking my additive scenes but with Lights from my main scene !!
does this asset automatically place multiple reflection probes in large scenes, or is it just one reflection probe per scene? I’m interested in using this just for the reflection probe feature.
Hello and thanks for your interest.
No this asset doesn’t place any reflection probes for you. All it does is baking scenes sequentially, so you don’t have to manually open scene A, bake its lighting, reflection probes and occlusion, wait, open scene B and so on…
Thanks
TS
Hi,
Can I ask for a feature request? Is it possible to add a UnityEvent parameter to the Scene Baker inspector panel for pre-bake and post-bake events, perhaps per-scene? I’d like to make changes to key objects before each bake (mainly to set/unset the Static field) and having a UnityEvent field there would be really useful.
Hey Oliver,
I did some tests. It’s not possible to reference an Event function attached to a GameObject inside a scene, because each time you change the opened scene, the reference stored in the SuperSceneBaker editor will be lost.
However you can create a ScriptableObject and reference functions from it. It will work with a ScriptableObject since it will live outside of Unity scenes. However I’m not sure that’s what you were looking for.
Will it work for you?
Thanks
TS