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Question How light map textures work for environments separated over large distances

Discussion in 'Editor & General Support' started by Vanz, Jan 4, 2023.

  1. Vanz

    Vanz

    Joined:
    Nov 19, 2013
    Posts:
    374
    I have a scene and in this one scene the player is teleported to an outer space area for a brief time. I used to handle this by changing scenes but the time it took to come back to the original place was annoying so I managed to create an area about 1000 Unity units away and change the skybox and accomplish the situation with no load lags.

    Now I'm wondering how Unity handles light maps for this type of situation? Did I create a huge bounding box for the light map texture or will the light map texture resolution suffer for each location?

    In other words, I'm wondering if you have, say :
    1. A small environment at location 0,0,0, call it Area_A
    2. Another environment at Location 1000,0,0 call it Area_B (both environments in the same scene)

    Does Unity create 2 different light map textures for each area or does it try to stretch a large texture over the entire scene?

    If it creates two texture, how does it know to split them? if I moved Area_B closer and closer to Area_A, when would it know to only make one light map texture?

    Hope this made sense,

    Thanks,

    Rob
     
  2. Vanz

    Vanz

    Joined:
    Nov 19, 2013
    Posts:
    374
    bump... any thoughts on this...