Documentation

Page contents

Updated

Generate PDF from page.

Lightmap Manager Tool

Files: CGFLightmapManagerTool.cs

Path: "CGF/Editor/Tools/LightmapManager"

Menu: "CGF/Lighting/Lightmap Manager"

Description

Editor window that captures, organizes, validates and previews baked lighting states.

Reference

  • Clear Bake Data – Remove Unity's baked lighting data from the current scene before creating a new lightmap state.
  • Migrate scenario data – Convert legacy lightmap-scenario data in the selected asset to the current state format.
  • State name – Name assigned to the next captured baked-lighting state.
  • Bake Lighting – Start Unity's lighting bake for the current scene using its current Lighting settings.
  • Capture Baked State – Store the scene's current baked lightmaps, renderer bindings and lighting data as a new scenario state.
  • Cancel – Cancel the running Unity lightmap bake or the pending scenario-state capture.
  • Remove All – Remove every captured state from the selected lightmap scenario.
  • Default state – Lighting state loaded by the runtime controller when the scenario initializes.
  • Asset – Lightmap-set asset containing the textures and renderer bindings for this captured state.
  • Preview – Apply this captured lighting state to the open scene for inspection.
  • Remove – Remove this captured lighting state from the scenario.
  • From – Lighting state used as the start of the blend preview.
  • Preview – Apply the selected source state directly to the open scene.
  • To – Lighting state used as the destination of the blend preview.
  • Preview – Apply the selected destination state directly to the open scene.
  • Blend – Preview an interpolation from the source state at 0 to the destination state at 1.
  • Log runtime diagnostics – Write the runtime lightmap controller's current state and binding diagnostics to the Console.
  • Output folder – Project-relative folder where captured lightmap-state assets and copied textures are stored.
  • Browse – Choose the project folder that will receive captured lightmap-state assets.

Use

Open the tool from CGF/Lighting/Lightmap Manager in the Unity editor.
Use the controls listed in Reference to configure the window workflow.