For the complete documentation index, see llms.txt. This page is also available as Markdown.

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.

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.

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.

4. Baking

Option

Description

Create Lightmap Scenario

Automatically create a blending scenario and add all stored lightmaps to it

Scenario To Replace Data

This option allows you to overwrite the data in the Scenario Blending Queue.

If "-None-" is selected, a new scenario will be created.

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.

This option is available only if you have at least one saved Lightmap Scenario.

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.

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

The number of lightmap blending iterations per frame. 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

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. 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

Allows you to choose how to customize the blending ranges. There are three options available.

Separate - each range is adjusted separately.

Mirror - changes in one range will be mirrored to the range with the index counted from the end of the queue.

Copy - changes in one range will be copied to the range with the index counted from the end of the queue.

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

Option
Description

Main Camera

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

Load Scenario On Start

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

Force Reinit

Sometimes the system may lose some links or lightmap indexes, if this happens, then you can try to fix it by clicking the Force Reinit button. This will trigger a complete reinitialization of all scenarios and all data in each scenario.

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