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Switch Child Lightmap Mode

Menu Path: Right-click MeshRenderer > LogicCuteGuy > Switch Child Lightmap Mode...

This utility allows for rapid high-level lighting strategy changes. You can instantly toggle a large hierarchy between using baked lightmaps or relying on light probes.

Features

  • Mode Switching: Toggle between Lightmap (Baked) and Light Probes (Realtime/Probe Lit).
  • Static Flag Automation: Automatically enables/disables the Contribute GI static flag on GameObjects to match the chosen lighting mode.
  • Unified Property Control: Sets receiveGI to either Lightmaps or LightProbes and toggles lightProbeUsage.
  • Lightmap Scale Control: Optional override to set the Scale In Lightmap property during the switch (e.g., set to 1.0 when lightmapping, and 0.0 when probe-lit to save atlas space).
  • Recursive Processing: Apply to selected objects only, or recursively to all children (including inactive ones if toggled).

How to Use

  1. Right-click any MeshRenderer in the Hierarchy or open from the LogicCuteGuy menu.
  2. Select your target Lighting Mode.
  3. (Optional) Check Set Scale In Lightmap to enforce specific densities during the switch.
  4. Click Apply To Target Or Selected.

[!IMPORTANT] This tool modifies StaticEditorFlags. Ensure you are in a state where modifying static flags is safe for your scene architecture.