Fixed PrefabLightmapData for BeatSaber after change to Unity 2019 #24
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The PrefabLightmapData code that exists in CustomPlatforms seems to be from an older version of Unity using a more primitive system of light baking. It's been updated to Unity 2019-ish based on the code at https://github.com/Ayfel/PrefabLightmapping but it is not exactly the same code. Some clean-up of their code and comments have been added to help understand what's going on.
While this works for now, we still need to publish the changes to the CustomPlatforms Unity Project since part of the process after you bake lights in Unity is to use the code from https://github.com/Ayfel/PrefabLightmapping in the editor to shove them into a component for loading later.
Also a guide will need to be written to lead people through these changes.
I'll be finding time to do both these things. (I'll also write a guide in Japanese.)