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Is it possible to use lightmaps for procedural levels?

Discussion in 'Global Illumination' started by Vladimir_91, Jan 5, 2021.

  1. Vladimir_91

    Vladimir_91

    Joined:
    Jul 20, 2016
    Posts:
    12
    Is it possible to use lightmaps for procedural made levels? For example, a city where buildings can be placed randomly around the roads.
     
  2. Pema-Malling

    Pema-Malling

    Unity Technologies

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    Jul 3, 2020
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    bomdiaJJ likes this.
  3. Alendon

    Alendon

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    Sep 7, 2017
    Posts:
    1
    I have a similar Problem but the majority of my game is based on procedurally generated meshes. So is there a possibility to bake it at runtime?
     
  4. Pema-Malling

    Pema-Malling

    Unity Technologies

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  5. julio_kolbapps

    julio_kolbapps

    Joined:
    Mar 2, 2021
    Posts:
    32
    Hello all. Dig this topic, but i have some doubt relationed.
    So, how can i bake prefabs? Everywhere I look it says unity doesn't support that.

    I have a game based on rooms in a big house. Such as: bedrooms, living rooms, bathrooms etc.
    The need arose for these rooms to be randomly placed in runTime.
    So I have no idea what I'm going to do with the baked lights.
    Currently my rooms are static and they are all pre-assembled in the editor. So I'm baking the whole scene. And I have no problems with that.
    But if I have to do it at runtime, I don't know how to proceed.
    The first idea is to turn an entire room into a prefab. Cook the prefab and make it available dynamically.
    Can anyone give me some support on this?
     
  6. Pema-Malling

    Pema-Malling

    Unity Technologies

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    Slight0 likes this.
  7. RPGia

    RPGia

    Joined:
    Jan 23, 2017
    Posts:
    40
    Hello, when will Unity allow us to change light probe position at runtime, for procedural levels? I'm talking without resorting to hacky reverse engineering of lighting data
     
    Slight0 and Ignacii like this.
  8. Ignacii

    Ignacii

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    May 23, 2013
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    91
    dotomomo likes this.