Version: 2022.3
  • C#


class in UnityEngine


Inherits from:Object


Implemented in:UnityEngine.CoreModule

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Stores light probe data for all currently loaded Scenes.

The data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.

You can modify the coefficients and update the tetrahedral tessellation at runtime. You can also swap the entire LightProbes object for a different pre-baked one using LightmapSettings.lightProbes.

See Also: Light Probes in the Unity Manual, LightmapSettings, ReceiveGI.


bakedProbesCoefficients of baked light probes.
cellCountThe number of cells space is divided into (Read Only).
countThe number of light probes (Read Only).
positionsPositions of the baked light probes (Read Only).

Static Methods

CalculateInterpolatedLightAndOcclusionProbesCalculate light probes and occlusion probes at the given world space positions.
GetInterpolatedProbeReturns an interpolated probe for the given position for both real-time and baked light probes combined.
TetrahedralizeSynchronously tetrahedralize the currently loaded LightProbe positions.
TetrahedralizeAsyncAsynchronously tetrahedralize all currently loaded LightProbe positions.


lightProbesUpdatedUnity raises this event to indicate that the light probe structure (tetrahedralization) or values (spherical harmonics coefficients) have changed.
needsRetetrahedralizationAn event which is called when the number of currently loaded light probes changes due to additive scene loading or unloading.
tetrahedralizationCompletedEvent which is called after LightProbes.Tetrahedralize or LightProbes.TetrahedralizeAsync has finished computing a tetrahedralization.

Inherited Members


hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.


boolDoes 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.
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