Stores light probes for the scene.
The baked data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.
You can modify the coefficients at runtime. You can also swap the entire LightProbes object to
a different pre-baked one using LightmapSettings.lightProbes.
See Also: LightmapSettings class, Renderer.useLightProbes property.
| bakedProbes | Coefficients of baked light probes. | 
| cellCount | The number of cells space is divided into (Read Only). | 
| count | The number of light probes (Read Only). | 
| positions | Positions of the baked light probes (Read Only). | 
| GetInterpolatedProbe | Returns an interpolated probe for the given position for both realtime and baked light probes combined. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the game object. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Returns a copy of the object original. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |