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This API allows you to create multiple lightmaps "atmospheres" for the same scene and switch between them in runtime dynamically, or you can make multiple environments as dynamic gameobjects where you can enable, disable or instantiate it at runtime and switch between the previously baked lightmaps "atmospheres" for these environments when needed.
My own custom made set of Unity3D Handy Tools: Multiple Components Copy between two GameObjects, Components deletion, GameObject Transform (position + rotation + scale) Replacement and Components Replacement & Baking Emissive Materials into Lightmaps (Taken from: https://support.unity3d.com/hc/en-us/articles/214718843-My-Emissive-material-shader…
Browser racing game in the style of 2000: hardware T&L look in WebGL2, lightmaps, reflective paint, 3D cockpit, body damage, police pursuits, rain, TV replays. Pure JavaScript, no dependencies.
Maze game in Rust, built on the screengine software renderer: no GPU, direct colour, lightmaps, and an interface drawn into the host's own buffer. Its purpose is to exercise the engine from the outside, as any consumer would.