Stores light probes for the scene.
The baked data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.
You can modify the coefficients at runtime. You can also swap the entire LightProbes object to
a different pre-baked one using LightmapSettings.lightProbes.
See Also: LightmapSettings class, Renderer.useLightProbes property.
bakedProbes | Coefficients of baked light probes. |
cellCount | The number of cells space is divided into (Read Only). |
count | The number of light probes (Read Only). |
positions | Positions of the baked light probes (Read Only). |
CalculateInterpolatedLightAndOcclusionProbes | Calculate light probes and occlusion probes at the given world space positions. |
GetInterpolatedProbe | Returns an interpolated probe for the given position for both realtime and baked light probes combined. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |