Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/playcanvas/skills --skill bake-lightingAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
Bake static lighting
Lightmaps remove per-frame shadow and lighting cost for static lights on static geometry.
ApplicationregistersLightmapper; manualAppOptionsbootstraps 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 onceaffectDynamicis off. Size
it with lightmapSizeMultiplier; castShadowsLightmap lets meshes shadow each other.
- Set the mode on
scene.lightmapMode:BAKE_COLORfor 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.



