The reason why some scene was darker, some scene was lighter is due to Unity light map calculation. This is a very complicated topic that myself couldn't understand everything. But basically, Unity by default calculated lighting in realtime, both in editor and in player. When we change from realtime to baked, we can move a lot of calculation to game compilation stage. it basically print the lighting effect in a texture unity generates for some objects. Those texture data are saved either in file system or in RAM. In window -> lighting, we can toggle auto bake, which will save the baked texture in RAM. If we toggle off the auto, we can still click on the build button, which will build and save the texture in a folder with the same name as the scene.
Right now, I turned off auto baking for every scene. Because my laptop is running hot. When we are exporting. We either go to each scene to build the lightmap, or there might be some setting to automatically build lightmap for us.
For more information, checkout this
The reason why some scene was darker, some scene was lighter is due to Unity light map calculation. This is a very complicated topic that myself couldn't understand everything. But basically, Unity by default calculated lighting in realtime, both in editor and in player. When we change from
realtimetobaked, we can move a lot of calculation to game compilation stage. it basically print the lighting effect in a texture unity generates for some objects. Those texture data are saved either in file system or in RAM. Inwindow -> lighting, we can toggleauto bake, which will save the baked texture in RAM. If we toggle off theauto, we can still click on thebuildbutton, which will build and save the texture in a folder with the same name as the scene.Right now, I turned off auto baking for every scene. Because my laptop is running hot. When we are exporting. We either go to each scene to build the lightmap, or there might be some setting to automatically build lightmap for us.
For more information, checkout this