Unity Tools Lightmapper
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- This page covers the "Vertex Lightmapper", which is about calculating & saving lighting values.
- Unity lighting is a separate concept & is covered in Unity Lighting.
- Lightmaps are outside the scope of this documentation (see Wikipedia's explanation).
"Vertex lightmapper"?[edit | edit source]
Simple explanation: A button that "saves" lighting for a track.
Technical explanation: It's a custom written library for baking lighting and the version built into BallisticNG is a specialized version.
If you would like to use this lightmapper for general purposes, you can purchase it for cheap here.
Baking light[edit | edit source]
Your Unity scene already comes with light, so we can jump straight into calculating & "saving" this lighting.
Click "BallisticNG > Vertex Lightmapper"
And click "Bake".
Remarks[edit | edit source]
- Ships will appear black in-game until you bake lighting.
- "Adding light sources" means positioning & configuring lights in the 3D world, whereas "baking lighting" means calculating the actual light values & saving them into a track file.
- BallisticNG only uses light values calculated from the Vertex Lightmapper.
- BallisticNG does not use light values calculated from the traditional Unity light process.
- Remember to save your Unity scene after baking
Did it work?[edit | edit source]
After clicking "Bake", you may not receive any visual feedback indicating that it ran successfully.
This is because the lightmapper code is extremely fast, & your Unity scene is very simple.
In complex Unity scenes, clicking the button actually shows a progress bar.
In simpler Unity scenes, as long as:
- You are sure you clicked the "Bake" button
- The progress window is not shown (& therefore has closed)
Then it is safe to assume it ran SUCCESSFULLY & that the track now has lighting.
Skydomes[edit | edit source]
Make sure your sky mesh has a "Lightmapping Options script" attached, with it set to:
- Ignore the lightmapper
- All shadow options turned off
Troubleshooting[edit | edit source]
If the progress window becomes stuck & doesn't close, it means the lightmapper got stuck.
This can happen if you:
- Remove scenery objects between bakes
- Accidentally add the "track floor" Ballistic Mesh Collider script to a scenery object
- Add prefabs from the Unity Asset store, which have very complex geometry
Restart Unity and see if you can re-bake again. If you still can't bake:
- Close unity, backup your Unity project folder, re-open the project & start removing objects from your Unity scene 1-by-1, until you can bake lighting again
- Open the Unity Console & read the error message to determine the root cause
Next up: Unity Tools Export