#if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; class SceneEditor { [MenuItem("Tools/Bake Scenes In Build")] private static void Bake() { var activeScene = EditorSceneManager.GetActiveScene().path; foreach (var scene in EditorBuildSettings.scenes) { if (!scene.enabled) continue; EditorSceneManager.OpenScene(scene.path, OpenSceneMode.Single); Lightmapping.Bake(); EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); } if (activeScene != "") EditorSceneManager.OpenScene(activeScene); } } #endif