LightProbeGroup
Specifies where and how to bake a list of light probes.
Read time 6 minutesLast updated 3 days ago
Definition
- Type: Class
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
- Inherits from: Behaviour
public sealed class LightProbeGroup : Behaviour
Remarks
Light Probe Groups act only as input for Unity’s light baking system and have no direct impact on rendering.
Light Probe Groups do not affect probes used by other systems such as Reflection Probes or the Adaptive Probe Volumes.
Additional Resources: LightProbes.
Examples
using System.Collections.Generic;using UnityEngine;// This script generates uniform grids of light probes. Add it to a game// object and use the context menu of the script to update the positions// of the probes in the associated Light Probe Group.[RequireComponent(typeof(LightProbeGroup))]public class ProbePlacement : MonoBehaviour{ public uint SizeX = 8; public uint SizeY = 4; public uint SizeZ = 4; [ContextMenu("Update Positions")] void Place() { var positions = new List<Vector3>(); for (uint x = 0; x < SizeX; x++) { for (uint y = 0; y < SizeY; y++) { for (uint z = 0; z < SizeZ; z++) { positions.Add(new Vector3(x, y, z)); } } } gameObject.GetComponent<LightProbeGroup>().probePositions = positions.ToArray(); }}
Properties
Property | Description |
|---|---|
| dering | Removes ringing from probes if enabled (Editor only). |
| probePositions | Editor only function to access and modify probe positions. |
Inheritance
Operators
Operator | Description |
|---|---|
| operator == | Compares two object references to see if they refer to the same object. |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |