Bake lighting for many scenes in one click.
Define a profile, assign LightingSettings per scene, press Bake — the editor handles the rest.
Save countless hours by letting it bake overnightBatch Lightmap Baker turns sequential lightmap baking from an all-evening chore into a one-click queue. Hours of babysitting bakes — gone.Build a profile: an ordered list of scenes, each paired with the LightingSettings you want applied. Hit Bake. The tool opens each scene, swaps in the right settings, runs an async bake, and saves on completion. Your editor stays responsive. A cancelable progress bar shows current scene and overall progress.Review before you commit. One pass surfaces light counts, light probes, GI contribution %, lightmap counts, and total texture memory across every scene — so you spot the scene with 12 GB of lightmaps before you leave it baking overnight.Safe by default. Review and Bake prompt to save modified scenes first. Your scene-manager setup is snapshotted on start and restored when the run completes, fails, or is cancelled. Nothing silently discarded.Built for studios juggling many scenes — open-world chunks, level variants, lighting scenarios — and for solo devs who want to kick off every bake before lunch and come back to a done project.Discord channel for questions and supportKey features- Sequential, async multi-scene baking — define a profile (ordered list of scenes + per-scene LightingSettings), press Bake, the tool walks the list, openseach scene, applies the matching settings, and saves when done. Editor stays responsive throughout via Lightmapping.BakeAsync.- Top-toolbar profile dropdown with quick switching. A "last baked" tag in the dropdown shows which profile you most recently ran.- Tabular scene list with SCENE / STATUS / TIME columns. Per-row status icon flags missing settings, not reviewed, reviewed, baked, and baked elsewhere(cross-profile awareness — detects scenes baked via a different profile in the same project).- Per-row interactions — single click on a scene name pings it in the Project window; double click opens the scene (with a save prompt).- Quick auto-refresh after each scene's bake — the runner re-gathers stats on the just-finished scene and persists them to the profile, so the UI reflects fresh state without a manual Review.- Bake duration tracked per scene and shown in the TIME column.- Bottom status footer summarising the last bake: scene counts, total lightmap MB, and total bake time.- Missing-settings handling — scenes without an assigned LightingSettings aren't silently skipped. A single up-front dialog lists them and the user choosesto bake with each scene's own settings or cancel.- Cancelable progress dialog showing [i/N] sceneName · settingsName · overall % plus the active profile name in the title.- Save prompts and state restoration — both Review and Bake prompt to save modified scenes first, snapshot EditorSceneManager.GetSceneManagerSetup() onstart, and restore it on completion, failure, or cancel.- Profile management — Duplicate, New, Remove, and New from Build Settings (pre-populates a profile from your current Build Settings scenes, reading eachscene's existing LightingSettings). Less-common actions live behind a ⋯ overflow menu for a clean toolbar.- Drag-and-drop scenes from the Project window into the scene list. Undo integration for all profile and scene mutations.- Review action — gathers per-scene diagnostics into the profile: lights by type and bake mode (Realtime / Mixed / Baked), reflection probes, light probes, GI contribution %, lightmap counts and total memory.- Per-row Details foldout with full diagnostics; bulk toolbar (Expand all, Collapse all, Show all details, Hide all details) for fast inspection.- Profile asset is portable — persisted in a ScriptableObject located by type, so you can move or rename it freely without breaking the tool.- Verbose logging toggle for deeper diagnostics (menu-driven, persisted in EditorPrefs). Warnings and errors are always emitted.Technical- Editor-only. All scripts live under an Editor/ folder gated by an Editor-platform asmdef — nothing ships in player builds.- UI built with UI Toolkit (UIElements).- Full C# source included.- Tested on Unity 6 LTS with the Built-in, URP, and HDRP render pipelines. Earlier Unity versions may work but are unsupported.- No third-party dependencies, no runtime footprint, no network calls.I used AI for documentation writing and helping to design the UI and general programming questions.


