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Auto Scale In Lightmap

Menu Path: GameObject > LogicCuteGuy > Auto Scale In Lightmap

The Auto Scale In Lightmap tool solves the problem of inconsistent texel density across objects in a scene. It provides two sophisticated algorithms to normalize or adjust the Scale In Lightmap property of MeshRenderers.

Features

  • Match Scale First (Global Multiplier): Normalizes every object so they naturally use the same default lightmap space, regardless of their physical size. This ensures that a large wall and a small cube have balanced resolution before you apply your final multiplier.
  • Min/Max Ratio Mode: Automatically maps the smallest objects to a high resolution and the largest objects to a lower resolution, based on the actual size spectrum of your scene.
  • Volume-Based Calculation: Option to calculate "size" based on the cubic root of volume (Width × Height × Depth) for more physically accurate results on varied shapes.
  • Selective Application: Apply to the entire scene or only to currently selected objects and their children.
  • Safety Toggles: Reset all scales to 1.0 with a single click, or include inactive objects in the auto-scaling process.

How to Use

  1. Open the tool from the LogicCuteGuy menu.
  2. Choose your Scaling Mode:
    • For uniform density, use Global Multiplier.
    • For hierarchical density (small items = high res), use Min Max Ratio.
  3. Toggle Calculate by Volume for complex shapes.
  4. Click Apply Auto Scale.
  5. View the console for a summary of how many objects were updated.

[!TIP] Use this tool before baking your final lightmaps to significantly reduce bake times and eliminate "blocky" shadows on small details while keeping large surfaces optimized.