> 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/system-components/mls-manager-window.md).

# Manager Window

This is the main plugin control window. Using this window, you can bake and store lightmaps, and customize lighting scenarios.

By default, it looks like this.

![](/files/-M_g56BUGjmaYQTWEbUu)

## Storing Tab

### 1. Lightmapper

MLS has integration with Bakery, so if you have this package installed, you will have the option to select a lightmapper.

### 2. Storing Mode

The "**Storing Mode**" parameter allows you to select the mode in which lightmaps will be baked and stored.

| Value     | Description                                                                                                                                                                                                                                                           |
| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Once**  | In this mode, the ilightmap with the current settings will be baked and stored under the name you specified. You can also bake a lightmap yourself using the standard Unity "**Lighting**" window. To save the lightmap, click the "**Store Baked Lightmap**" button. |
| **Queue** | In this mode, baking and storing occurs in automatic mode for each saved preset sequentially. Each stored lightmap will have the name of the preset from which the settings were taken.                                                                               |

### 3. Presets

Presets allow you to save various scene lighting settings and then quickly switch between its, for example, you can set up scene lighting presets for day, evening, night, etc., and then bake its separately or use a queue to bake and store sequentially.

<figure><img src="/files/ayyxhAhbRZH00AJE3zMD" alt=""><figcaption></figcaption></figure>

To create a preset, click the "**Create New\...**" button. After pressing the button, the preset manager window will automatically open. [Learn more about the preset manager.](/magic-lightmap-switcher/system-components/mls-preset-manager.md)

### 4. Baking

| Option                       | Description                                                                                                                                                                                                                                                                                                                                                                                                             |
| ---------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Create Lightmap Scenario** | Automatically create a blending scenario and add all stored lightmaps to it                                                                                                                                                                                                                                                                                                                                             |
| **Scenario To Replace Data** | <p>This option allows you to overwrite the data in the Scenario Blending Queue.</p><p>If "-None-" is selected, a new scenario will be created. </p><p>If a scenario name is selected, the settings for that scenario will be reset and the blending queue will be filled with newly baked lightmaps. </p><p></p><p><strong>This option is available only if you have at least one saved Lightmap Scenario.</strong></p> |
| **Store Path**               | The path where the lighting data will be stored. This is always in the "**Resources\\**" folder.                                                                                                                                                                                                                                                                                                                        |

## Switching/Blending Tab

This tab contains a list of all generated lighting scenarios. Each scenario contains settings for blending lightmaps.

<figure><img src="/files/ElvDk6EiNY87hIC8lufx" alt=""><figcaption></figcaption></figure>

| Option                                                                                            | Description                                                                                                                                            |
| ------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Scenario Name**                                                                                 | The name of the Lightmap Scenario. The prefix is ​​assigned automatically and is equal to the name of the scene for which the script was created.      |
| **Blending Modules**                                                                              | Which of the blending modules will be used for this scenario                                                                                           |
| **Cyclic Blend**                                                                                  | If true, a lightmap at index 0 will be added to the end of the blend queue.                                                                            |
| **Blending Cell Size**                                                                            | The cell size to optimize the blending process. The larger the size, the more lightmaps (reflection probes, lights) will be processed in one iteration |
| **Lightmap Iterations Per Frame**                                                                 | <p>The number of lightmap blending iterations per frame.                                                                                               |
| <br>The system distributes the lightmap blending by frames. Depending on the number of            |                                                                                                                                                        |
| lightmaps and their size, the full interpolation cycle can take 30 frames or more.                |                                                                                                                                                        |
| This parameter allows you to perform the specified number of iterations per frame.                |                                                                                                                                                        |
| This will allow for smoother interpolation, however, it will require more computing resources</p> |                                                                                                                                                        |
| **Reflections Processed Per Frame**                                                               | The number of reflection probes to be processed per frame                                                                                              |
| **Objects Processed Per Frame**                                                                   | The number of tracked objects to be processed per frame.&#xD; The objects marked as "Force Blend" will be processed first and without optimization     |

### Blendable Lightmaps Queue

To add or remove a lightmap, press "**+**" or "**-**". The blending will occur in the order in which the lightmaps are added to the queue. You can change the order in the list by simply dragging and dropping.

| Column           | Description                                                                                           |
| ---------------- | ----------------------------------------------------------------------------------------------------- |
| **№**            | Lightmap index in the blend queue.                                                                    |
| **Short Name**   | The abbreviated name, contains only the name given before baking.                                     |
| **Asset Name**   | Full name and link to the saved data asset.                                                           |
| **Target Value** | The amount that the global blend factor must reach for the lightmap to have full weight in the scene. |
| **Switching**    | Click the "**Load**" button to instantly load the lightmap in the editor.                             |

### Blending Configurator

The configurator allows you to customize some of the blending details such as the "**Reflection Blending Range**" and the "**Lightmap Blending Range"**.

| Option                                   | Description                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| ---------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Cycle Length**                         | The "**Cycle Length**" parameter is only used for previewing in the editor. Set the desired time in seconds and click "Play".                                                                                                                                                                                                                                                                                                                       |
| **Ranges Setting Mode**                  | <p> Allows you to choose how to customize the blending ranges. There are three options available. </p><p><strong>Separate</strong> - each range is adjusted separately. </p><p><strong>Mirror</strong> - changes in one range will be mirrored to the range with the index counted from the end of the queue. </p><p><strong>Copy</strong> - changes in one range will be copied to the range with the index counted from the end of the queue.</p> |
| **Global Blend**                         | A value between 0 and 1 that reflects the blending state between the first and last lightmap.                                                                                                                                                                                                                                                                                                                                                       |
| **Reflections/Lightmaps Blending Range** | The range in which to blend a specific lightmap. By changing the ranges, you can set when the lightmap blend starts to weigh and when it starts to have maximum weight.                                                                                                                                                                                                                                                                             |

The "**Open Blending Configurator**" button opens the configurator in a separate window, this will allow you to adjust the ranges more precisely if necessary.

## Global Settings Tab

<figure><img src="/files/a0PjaqOFnlhB63xV6KdV" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th>Option</th><th>Description</th></tr></thead><tbody><tr><td>Main Camera</td><td><p>This field contains a link to the player's main camera. This camera will be used by the system to optimize the interpolation. This field is set automatically if your scene contains a camera with the tag "MainCamera", otherwise you must set the link in this field yourself. You can do this through a script </p><pre><code>MagicLightmapSwitcher.instance.mainCamera
</code></pre></td></tr><tr><td>Load Scenario On Start</td><td>If this option is checked, the selected scenario and preset will be loaded automatically when the scene starts. These settings will be available in the Switching/Blending tab</td></tr><tr><td>Force Reinit</td><td>Sometimes the system may lose some links or lightmap indexes, if this happens, then you can try to fix it by clicking the <strong>Force Reinit</strong> button. This will trigger a complete reinitialization of all scenarios and all data in each scenario.</td></tr></tbody></table>


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