I'm trying to learn and understand how to use this option in the unit and I'm inspired by the example given in this tutorial: https://unity3d.com/learn / tutorials / topics / graphics / introduction-precomputed-realtime-gi? playlist = 17102
While the tutorial works (the precalculation is indeed a little faster after changing some parameters), it seems that even minor changes to an object start the whole process of precalculation – again, if I take a single object and change , say the "maximum distance" By setting the real-time UV of the mesh rendering component by any amount, all the pre-calculation starts again, and lasts as long as the first initial pre-calculation.
why is this the case? Maybe it's because if I change something about an object, every other object in the scene must see if now the light of that modified object bounces differently? Or am I doing something wrong?
Assuming that this is how GI pre-calculation should be, what is the right time to play with this option? Playing with a precalculated IG seems unreasonable when editing a level (unless I change anything to static objects), so I guess that's something that should be primarily used at last stages of game development?
By cons, I have read something about the fact that the precalculated IG is useful for editing / design even if you want to use only the IG cooked, because the l & # 39; Precalculated real-time IG can be used during design – but as I mentioned, this seems impossible because any minor changes to a static object start the pre-calculation process from the beginning.