사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/playcanvas/skills --skill bake-lighting시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
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.



