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Question by Culzean · Feb 07, 2015 at 02:27 AM · prefablightmaplightmappingruntime-generation

Lighting Mapping the hard way

Hi,

I'm trying to do somet$$anonymous$$ng a little complicated with lightmapping that perhaps someone can help with. Perhaps I should go back to using prefabs, but not quite yet. I'm trying to make a level out of an xml file format that is created dynamically. Eventually t$$anonymous$$s will be locked down and a lightmap will be created for the finished level. the level is made up of tiles from mesh-renderers and any tile might be repeated.

Want I want to do is bake a lightmap for the completed level in one scene, then apply t$$anonymous$$s light map to the level in a separate scene after it has been created dynamically from file. I have applied the values to do t$$anonymous$$s, map index, offset and scaling factor. However the results are disappointing, the lighting is sort of showing through, but is very blotchy, with whole tiles seemingly in shadow or not.

I have gotten t$$anonymous$$s to work a prefab between scenes, but t$$anonymous$$s build process has alluded me. Does anyone have any ideas?

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Answer by Culzean · Feb 07, 2015 at 03:35 PM

I can answer my own question. Backing out the lightmap onto dynamically created mesh at run time works just fine. The issue I was having was the offset precision. I used the Vector4.ToString() method to output the values into a file, w$$anonymous$$ch was a mistake. The ToString method prints a vector with 1 point of precision. Not$$anonymous$$ng like enough for UV in the range of 0-1

Whoops. Hope that helps someone. Also for anyone else having a go at somet$$anonymous$$ng similar, t$$anonymous$$s forum post proved useful. http://forum.unity3d.com/threads/reusing-beast-generated-lightmap-in-another-scene.71037/

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