You can reduce the time taken to bake data and the size of the generated data if you bake your data into multiple scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
To predetermine the brightness of surfaces in your scenes, you can bake lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary. There are two ways to bake lightmaps for multiple scenes at once:
Shadows and GI light bounces work across all scenes, but the lightmaps and Realtime GI data loads and unloads separately for each scene. This means scenes don’t share and you can unload scenes with lightmaps safely. Scenes do share Light ProbeLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary data so all Light Probes for scenes baked together load at the same time.
You can bake occlusion cullingA process that disables rendering GameObjects that are hidden (occluded) from the view of the camera. More info
See in Glossary data for multiple scenes at once to determine which GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary render: 1. Open the scenes that you want to bake. 2. Go to the Occlusion Culling window (Window > Rendering > Occlusion Culling). 3. Select the Bake button. 4. Save the baked scenes to make the scene-to-occlusion-data reference persistent.
This saves the occlusion culling data into a single asset called
OcclusionCullingData.asset in a folder matching the name of the current active scene.
If you load a scene additively and it has the same occlusion data reference as the active scene, then the static renderers and portals that cull information for that scene initialize from the occlusion data. This means the occlusion system performs as if static renderers and portals are baked into a single scene.