# extractAO

> Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only).

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public bool extractAO { get; set; }
```

### Remarks

When this is set to `true`, Unity saves the filtered Ambient Occlusion (AO) texture to disk as a separate lightmap, in addition to applying it to the regular lightmaps. When this is set to `false`, Unity does not save the filtered AO texture to disk separately.

Use this if you need to access the AO data separately.

Note that the values from [LightingSettings.aoExponentDirect](/engine/6000.3/script-reference/unityengine/lightingsettings/aoexponentdirect.md) and [LightingSettings.aoExponentIndirect](/engine/6000.3/script-reference/unityengine/lightingsettings/aoexponentindirect.md) are not applied; instead, the default values are used. The resulting lightmap is saved to disk in the same location as the other lightmaps.

This only works when [LightingSettings.autoGenerate](/engine/6000.3/script-reference/unityengine/lightingsettings/autogenerate.md) is set to `false`, and [LightingSettings.ao](/engine/6000.3/script-reference/unityengine/lightingsettings/ao.md) is set to `true`.

Additional Resources: [Lighting Settings Asset](/engine/6000.3/manual/lighting-overview/lighting-reference/class-lighting-settings.md), [LightingSettings.trainingDataDestination](/engine/6000.3/script-reference/unityengine/lightingsettings/trainingdatadestination.md).
