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Merge pull request #27 from mdwigley/issue#25
#25 Fixed component name
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CONTRIBUTING.md

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# Quick Start<a id="quick-start"></a>
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# Contributing
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* [How to Open a Bug Report](#how-to-open-a-bug-report)
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* [When is it a Feature Request](#When-is-it-a-feature-request)
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* [How to Open a Feature Request](#how-to-open-a-feature-request)
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## How to Submit Documentation
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1. [Find an Issue](#how-to-find-documentation-tasks) to resolve
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2. [Fork](https://help.github.com/articles/fork-a-repo/) the [repository](https://github.com/Enterlucent/PrefabLightmapping/)
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3. [Create a new branch](https://help.github.com/articles/creating-and-deleting-branches-within-your-repository/) with the format 'issue#{issue-id}-{your-github-user}' _(ie issue#224-mdwigley)_
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3. [Create a new branch](https://help.github.com/articles/creating-and-deleting-branches-within-your-repository/) with the format 'issue#{issue-id}' _(ie issue#224)_
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4. Make any changes or additions to your new branch
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* Make sure to [keep your forks in sync](https://help.github.com/articles/syncing-a-fork/) with the original repository
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* If you find that you need help with implementation, ask to have the "Help Wanted" label added to the issue as well as seeking others on the [Discord](https://discord.com/invite/mWDHDqkzeR) server
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1. Setup your [Development Environment](/docs//Dev.Env.Win10.md)
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2. [Find an issue](#how-to-find-programing-tasks) to resolve
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3. [Fork](https://help.github.com/articles/fork-a-repo/) the [repository](https://github.com/Enterlucent/PrefabLightmapping/)
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4. [Create a new branch](https://help.github.com/articles/creating-and-deleting-branches-within-your-repository/) with the format 'issue#{issue-id}-{your-github-user}' _(ie issue#224-mdwigley)_
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4. [Create a new branch](https://help.github.com/articles/creating-and-deleting-branches-within-your-repository/) with the format 'issue#{issue-id}' _(ie issue#224)_
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5. [Update](https://gist.github.com/gitaarik/8735255#keeping-your-submodules-up-to-date) sub-modules
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6. Make any changes or additions to your new branch
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* Make sure to [keep your forks in sync](https://help.github.com/articles/syncing-a-fork/) with the original repository

README.md

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## Getting Started
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* [Quick Start](#quick-start "Quick Start") - Brief introduction to the package
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* [Support Questions](#how-to-open-a-support-question "Support Questions") - Check to see if any one else has had the same question.
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* [Bug Report](#how-to-submit-a-bug-report "Support Questions") - Check to see if any one else has had the same problem.
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* [Feature Requests](#how-to-open-a-feature-request "Support Questions") - Check to see if any one else has had the same idea.
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* [Bug Report](#how-to-open-a-bug-report "Bug Report") - Check to see if any one else has had the same problem.
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* [Feature Requests](#how-to-open-a-feature-request "Feature Requests") - Check to see if any one else has had the same idea.
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## Quick Start
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### Prefab Lightmap Tool
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Place your prefabs in the scene with the PrefabLightmap component at their root. Set up your lighting in the editor and use the tool's interface (Window->Rendering->Lighting->Prefab Lightmap Tool) to bake your scene. After the bake is complete you can now spawn your prefabs in different scenes and they will use the light-mapping from the original scene.
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Place your prefabs in the scene with the PrefabLightmapData component at their root. Set up your lighting in the editor and use the tool's interface (Window->Rendering->Lighting->Prefab Lightmap Tool) to bake your scene. After the bake is complete you can now spawn your prefabs in different scenes and they will use the light-mapping from the original scene.
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*Remember that if you are not instantiating your prefabs at runtime you should remove the static flag from the GameObjects, otherwise static batching will mess with uvs and the lightmap won't work properly.*
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docs/USAGE.md

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2. Lightmap Bake Slot - Slots are named containers for storing different environmental bakes
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- The name of the slot to bake for. *By default the "Default" slot is used*
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- The check box disables the default slot name and allows the user to input a custom name for the slot to bake to.
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- The button allows for manual "PrefabLightmap ListView" refreshing, however, *the "PrefabLightmap ListView" is also updated when the tool gains focus*
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3. PrefabLightmap ListView - Used to select which objects to bake for that have the PrefabLightmap component added to them
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- The button allows for manual "PrefabLightmapData ListView" refreshing, however, *the "PrefabLightmapData ListView" is also updated when the tool gains focus*
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3. PrefabLightmapData ListView - Used to select which objects to bake for that have the PrefabLightmapData component added to them
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4. Misc Functions
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- The initial check box will allow the user to quickly check or uncheck all items in the "PrefabLightmap ListView"
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- The initial check box will allow the user to quickly check or uncheck all items in the "PrefabLightmapData ListView"
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- The clear button will remove the lightmap slot information and stored data for the selected objects and the value of the "Lightmap Bake Slot"
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- Bake a new lightmap environment and add it to the "Lightmap Bake Slot" and export the files to the "Export Location"
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- Ensure that lightmap UVs are setup, not overlapping and have good coverage
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- Adjust Render component's lighting options to suit the needs of environment
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- Add lights that are set to either "Bake" or "Mixed" mode
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2. Add the PrefabLightmap component
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2. Add the PrefabLightmapData component
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3. Open the Prefab Lightmap Tool (Rendering->Lighting->Prefab Lightmap Tool)
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- [Optional] Set the export location
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- [Optional] Change the slot name
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4. Select all the objects in the "PrefabLightmap ListView" to bake for
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4. Select all the objects in the "PrefabLightmapData ListView" to bake for
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5. Press the "Bake" button and wait for the bake to complete
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6. If alternate baking is needed, restart the process but give the slot a new name
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* The export path must be relative to the projects asset folder so that the AssetDatabase functions can perform their work. *The tool will **attempt** to keep you from using a folder outside the project's asset folder, however, this is not foolproof.*
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### PrefabLightmap ListView
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### PrefabLightmapData ListView
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* Uses the GameObject instance id for session object identification. Should be able to retain selections after hierarchy modification but will not retain the selection values on scene change or on editor restart.
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