NWBakedLighting
La référence est en anglais : elle est générée à partir des commentaires du code, écrits en anglais.
public sealed class NWBakedLighting : MonoBehaviourNamespace NodeWorld.SDK.Shared.
The baked lightmaps of a world scene, applied by the scene itself when it loads (client, Play mode): its textures join LightmapSettings.lightmaps (an entry already there with the same textures is shared, a freed entry is reused), then each baked renderer gets its lightmap index and scale-offset. The world publisher writes it from the lightmapper's own storage (Bakery: see NWBakedLightingBuild in the SDK editor), so a world needs no lightmapper script in the client. Light probes and baked reflection probes stay in the scene's lighting data, as Unity loads them.
Constants
NotLightmapped
public const int NotLightmapped = 0xFFFFLightmap index of a renderer that has no lightmap of its own (Unity's "not lightmapped").
Properties
LightmapCount
public int LightmapCount { get; }Number of lightmaps of the scene.
RendererCount
public int RendererCount { get; }Number of baked objects of the scene.
Methods
Configure
public void Configure(Texture2D[] color, Texture2D[] direction, Texture2D[] shadowMask, Renderer[] renderers, int[] indices, Vector4[] scaleOffsets, Terrain[] terrains, int[] terrainIndices, Vector4[] terrainScaleOffsets, Light[] lights, int[] lightChannels)Sets the lightmaps and the baked objects (SDK publisher). Arrays of one item per lightmap / per object.
