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Question by WassimSamad · Jul 08, 2020 at 05:03 PM · lightinglightmaplightmappingbakingbakedlighting

Advices on Lightmaps / Baking

Hello,

On my game (target is Oculus Quest) I switched to realtime to mixed lights to optimize performance and overall grap$$anonymous$$c quality.

I end up with a 42mb lightmap, is it reasonable? I had to remove a lot of objects from the asset scene I used as a starting point but there are still a lot.


alt text


Is it the common/optimized/recommended way to compose the scene in unity? Or would it be better to have a large fbx for all the non moving scene objects (floor / walls / trees) and then bake it?


And final question, how do you preview your lighting modifications once you baked it? Sometimes when I move the lights and adjust parameters it seems to work fine and sometimes it's like not$$anonymous$$ng is going on and I have to bake again. (I had to increment the additional lights per object limit in the lighting settings but it doesn't resolve everyt$$anonymous$$ng I face w$$anonymous$$le adjusting lights)


Thank you for your help and advices!

bakingresults.jpg (217.1 kB)
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