> For the complete documentation index, see [llms.txt](https://motiongamesstudio.gitbook.io/magic-lightmap-switcher/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://motiongamesstudio.gitbook.io/magic-lightmap-switcher/getting-started/general-settings.md).

# General Settings

## Import MLS Package <a href="#id-2-import-mlp-package" id="id-2-import-mlp-package"></a>

Import the MLS package using the "**Asset Store**" or go to the "**Assets** ➞ **Import Package** ➞ **Custom Package**" menu and select the package in Windows Explorer.

{% hint style="info" %}
If you do not need the scenes with examples and any related data, then you can exclude from the import the folders "**Examples**" and "**Resources**".
{% endhint %}

## Editor Setup <a href="#id-1-editor-setup" id="id-1-editor-setup"></a>

Disable lighting "**Auto Generate**" option for the plugin to work properly.

<figure><img src="/files/dbgHVEOsgVqDlMo8jweU" alt=""><figcaption></figcaption></figure>

If you are using **Configurable Enter Play Mode**, then for the plugin to work properly in play mode, you need to check the "**Reload Scene**" option. Otherwise, blending will only work in edit mode.

![](/files/-Ma99NcOxWSdMhxDvhOZ)

In new versions of Unity, the Forward+ and Deferred+ rendering paths are available in URP. In these modes, Unity creates atlases for reflection probes, which means that individual reflection probes are not updated even if they are assigned a new reflection texture. For reflection blending to work, you should not use Forward+ or Deferred+.

<figure><img src="/files/HX070R3gnrjMplhel2sl" alt=""><figcaption></figcaption></figure>

In HDRP, blending reflection probes is also not possible due to the use of atlases.
