To generate lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary for your Scene:
Open the Lighting window (menu: Window > Rendering > Lighting)
At the bottom of the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary tab on the Lighting window, select Generate Lighting.
A progress bar appears in Unity Editor’s status bar, in the bottom-right corner.
When lightmapping is complete, Unity’s Scene and Game views update automatically and you can view the resulting lightmaps by going to the Baked Lightmaps tab in the Lighting Window.
When you generate lighting, Unity adds Lighting Data Assets, baked lightmaps and Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary to the AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary folder.
To set Unity to bake lightmaps automatically when you open a scene that has no lighting data, follow these steps:
Go to Window > Rendering > Lighting.
Set Bake on Scene Load to If Missing Lighting Data.
If you share your project with someone else, you can use this option to reduce the size of your project by not including lighting data. When a scene is opened by someone else, Unity calculates the missing lighting data.