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Ayfel avatar Ayfel commented on June 21, 2024 1

It is a known issue and the calculation that is done at bake time is not available at runtime so thats the reason the light probes won't help being inside a prefab.

And yes only requirement is probes and empty bake.

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Ayfel avatar Ayfel commented on June 21, 2024 1

Some literature worth looking at https://forum.unity.com/threads/any-runtime-dynamic-baking-options-or-are-any-coming.821676/#post-5612233

From a Unity dev:

"There could be something worth considering, depending on the type of game you're building. What Unity allows you to do is update the SH coefficients of light probes at run time. However, you cannot update the positions of probes. What this means is that if you know beforehand the size of a scene, you could flood fill it with probes in the editor and bake them, so the positions and tetrahedralization are precalculated and saved with the scene. By default you could just bake the ambient probe into all probes."

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Ayfel avatar Ayfel commented on June 21, 2024

Yes, clearly thats a limitation, you can do more complicated setups (and it depends in the procedural setup and spatial configurations you use) but where I have gotten good results has been with those uniformly spaced configurations, even when a probe fell somewhere I didnt want it, in general it wasn't a big issue. To clarify, you can do whatever configurations of probes you want though. You will not get perfect, but all the use cases I have seen have been pretty good overall.

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FalseP avatar FalseP commented on June 21, 2024

Ok, thank you very much for the clarification. So to confirm: the only mandatory requirement is that the light probes must be in a scene and then have an empty bake done, with uniform groups giving the bets results?

If the above is true have you thought of adding an option to have the probes placed in the prefabs instead? I'm very surprised unity has nothing like this and think that this should have much more attention.

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