To do this, first open the Lighting Window by going to Window -> Rendering -> Lighting .
Next, select "Generate Lighting" to begin baking the lighting.
Note: This process may take awhile depending on the processing power of your computer. If you have a powerful GPU card, you can try changing your Lightmapper setting to "Progressive GPU (Preview)" to speed up the Generate Lighting process.
Add Portals to your Space
A Portal is a connecton point to other Spaces. It allows Spaces to be linked together, and the visitors to navigate between them. Think of it as a fancy metaverse door thingy.
Add Portal Prefab
A portal Prefab is included in the Space Template.
Each Portal must have a unique name in your Space.
The naming convention for tags should be "PascalCase" (i.e. Portal1 or TestPortal)
The Portal Prefab consists of 2 game objects:
Object 1 is customizable/deletable. This is where you put your custom design (i.e. a door)
Object 2 is the portal plane and MUST remain inside the prefab. You CAN resize it to the bounds of your mesh, but do not remove it or make any other adjustments.
Add your custom Portal mesh
Replace Object 1 in the Portal Prefab with your unique portal mesh.
You must set your portal tag to your mesh.
For now, we only allow for one Portal per Space. In the future, we will allow multiple Portals in each Space, which will require each Portal to have a unique name in your Space.
The "Portal" tag is already in the tag manager, do not add or edit tags inside the tag manager.
Add NFT Artifacts
An artifact tag helps link your work outside of your Space. This could be linked to an NFT, on an existing marketplace, or just to indicate that this object has additional external contextual data attached to it. THIS IS OPTIONAL.
Each Artifact must have a unique name in your Space.
The naming convention for tags should be "PascalCase" (i.e. Artifact1 or TestArtifact)
To attach a tag to an Artifact, add the Artifact Prefab in the Template to your Unity scene. Replace the mesh inside the prefab with your desired Artifact mesh.
You may adjust the Tag to fit around your mesh.
Any object not tagged as an Artifact, will exist as part of your Space environment. Ex. a statue, a wall, or a podium.
The "Artifact" tag is already in the tag manager, do not add or edit tags inside the tag manager.
Make sure all Assets are in the right place.
In the Unity Hierarchy window, make sure all of your Artifacts and scene objects are inside the Game Object titled Space, Artifacts, or Portals.
In the Inspector window, on the right side, click "Overrides - Apply All" to save changes to the Prefab.
Save Prefab Overrides
Select the Space prefab in your Hierarchy window. Navigate to the Inspector window, and click "Overrides" then "Apply All Overrides". This saves your changes to the Space prefab.
Repeat with the Artifacts prefab and the Portals prefab.
This is necessary for your GameObjects to save to your Space.
Build Asset Bundle
Once prefab is updated, in the menu go to Editor -> "Build Asset Bundles". Unity may take some time to process this (expect 1-2 minutes depending on your build and machine).