playcanvas/skills

bake-lighting

Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.

Ver código fuente

Cómo usar

  1. Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
  2. Consulta las herramientas, credenciales y entornos necesarios en el documento original.
  3. Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/playcanvas/skills --skill bake-lighting

Antes de empezar

  • La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
  • Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Documento original del Skill

Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.

Bake static lighting

Lightmaps remove per-frame shadow and lighting cost for static lights on static geometry.

  • Application registers Lightmapper; manual AppOptions bootstraps set

lightmapper = Lightmapper.

  • On the light, set bake = true; once every mesh it lights is lightmapped, set

affectDynamic = false.

  • On each mesh, set render.lightmapped = true, or it goes unlit once affectDynamic is off. Size

it with lightmapSizeMultiplier; castShadowsLightmap lets meshes shadow each other.

  • Set the mode on scene.lightmapMode: BAKE_COLOR for flat diffuse, or the default

BAKE_COLORDIR, which adds direction for normal- or specular-mapped materials.

  • Bake AO without lights with scene.ambientBake, ambientBakeNumSamples, and

ambientBakeOcclusionBrightness and ambientBakeOcclusionContrast.

  • The Engine bakes once on the first rendered frame. Call app.lightmapper.bake(null, mode) only

for nodes added later or to re-bake.

A second UV set is required

A node bakes only when every mesh instance has SEMANTIC_TEXCOORD1. Otherwise it is skipped, with only a debug-build log, and stays dynamically lit. Primitives have the set; imported GLBs often do not. Check, then unwrap or re-export.

On-device or offline

Time bake() on the target device. Move to an offline bake shipped as textures only when it misses the startup budget or needs detail the runtime lightmapper cannot produce, and state the added download size.

Dynamic objects moving through baked light need approximated occlusion and a contact shadow, or they look pasted on. Compare verify-pixels captures in and out of baked shadow.

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