Version: 2020.2
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

Lightmapping.Bake

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static bool Bake(SceneManagement.Scene targetScene);

Parameters

targetSceneThe Scene to generate lighting data for.

Returns

bool Returns true if Unity successfully completes the lighting bake job. Returns false if Unity does not successfully complete the lighting bake job.

Description

Starts a synchronous lighting bake job for the target Scene.

Unity generates lighting data for the target Scene only, but Lights, Renderers, Terrains and emissive Materials from all open Scenes contribute to the lighting. Note that Renderers and Terrains contribute to the lighting only if their StaticEditorFlags.ContributeGI flag is enabled.

Unity calls bakeStarted when it starts the bake, and bakeCompleted when it completes the bake. This function returns when Unity completes the bake. If the bake was not successful, Unity prints a warning to the console.

Note that Unity only performs the bake if Lightmapping.giWorkflowMode is set to Lightmapping.GIWorkflowMode.OnDemand. If this is not the case, this function immediately returns false.

For asynchronous bakes see BakeAsync.

See Also: Scene.