The Manual says (Light Probes) "can be swapped to a different pre-baked one at runtime."
http://docs.unity3d.com/ScriptReference/LightmapSettings-lightProbes.html
How is this done? gameObject.GetComponent<LightProbes>(); doesn't return the light probes of the attached gameObject and making a public LightProbes and manually assigning it in the editor doesn't do it either. Any help?
My current script:
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class LightProbeTest : MonoBehaviour {
LightProbes lPGroup1;
LightProbes lPGroup2;
void Start()
{
SceneManager.LoadSceneAsync("LP_Test1", LoadSceneMode.Additive);
SceneManager.LoadSceneAsync("LP_Test2", LoadSceneMode.Additive);
StartCoroutine(WaitForLoad());
}
IEnumerator WaitForLoad()
{
yield return new WaitForSeconds(2);
GameObject go1 = GameObject.Find("LP_1");
GameObject go2 = GameObject.Find("LP_2");
lPGroup1 = go1.GetComponent<LightProbes>();
lPGroup2 = go2.GetComponent<LightProbes>();
StartCoroutine(SwapLightProbes());
}
IEnumerator SwapLightProbes()
{
LightmapSettings.lightProbes = lPGroup1;
yield return new WaitForSeconds(1);
LightmapSettings.lightProbes = lPGroup2;
yield return new WaitForSeconds(1);
StartCoroutine(SwapLightProbes());
}
}