I’m building a large explorable area for a game I’m working on, and I’ve got small sub-level chunks that load in and out using LoadLevelAdditive and Destroy. But I noticed that when a chunk gets destroyed, its associated lightmaps remain in the index, and if that chunk gets re-loaded again (like if the player were to turn around and go back), it loads the lightmaps for that scene into the index a second (or third, or fourth, etc…) time.
Is there any way to run a script to remove associated lightmaps from the index during runtime, something that’d be run before the Destroy, to avoid this from happening?