What Turns Lightmapping "on"

Hi all
Ive been working w/ Beast for some buildings on a terrain and all seems to be going well.
What I cant figure out is what turns Lightmapping “on” for the objects in a scene?
I see the generated maps but I don’t see any attachment or connection for them in the material or in the original buildings parameters.

Also, if I duplicate the scene and open it up - lightmapping is gone

What is telling unity to go w/ the lightmaps in a scene?

I ask this because Im hoping to be able to import buildings from other scenes and utilize Lightmaps generated in the original scene.

Thanks for any help I hope this isn’t a noob question.
Jinda

Hi Jinda!

Turning the objects into static objects should automatically make them part of the lightmap calculation. There is a chance you would have to "generate lightmap uvs" for them in the import settings too, if you dont have a secondary uv-channel.

Read more about beast here:

or check out the feature video here:

Cheers,

Roald

Thanks Roald
but actually the baking is re: static and generate lightmap etc is working fine
Im more interested in how I could
for example:
lightmap a building
then-
select it and its lightmapping maps and export it as a package,
import it into another project or scene,
and have everything turn “on” with reguards to lightmapping.

i dont seem to be able to do this - even with in scenes in the same project
any ideas? am I missing something?
thanks
jinda

The lightmaps are scene based, not object based. Several objects could (and usually do) share the same lightmap texture. Because the ground and surrounding objects affect the lightmap for an object due to light bouncing, shadows, ambient occlusion, etc, then a lightmap for an object that is moved or placed into a different scene may no longer be valid. So there’s no built in support for what you’re asking.

Check the showcase forum, I believe someone wrote a script to save out the generated lightmaps. You could theoretically save the generated lightmap that contains the object of interest, check the atlas texture number and the offset and scale and then modify the new scenes lightmap settings to use the existing lightmap.

The lightmaps are scene based, not object based.

yes this makes sense now
I’ll keep plugging away thanks for the input.
Jinda