Precompute static lighting
SkillDev toolsUse when a PlayCanvas scene's static lighting, shadows, or ambient occlusion costs too much per frame, or lighting must ship precomputed for startup or payload budgets.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Precompute static lighting skill
What this skill tells your AI
The instructions your AI receives, as published by playcanvas/skills in skills/bake-lighting/SKILL.md and read by ahel’s review.
Static geometry lit by static lights can bake into lightmap textures once, removing per-frame shadow-map rendering and per-pixel dynamic lighting for that light entirely.
Engine Lightmapper flags
- Engine-only bootstraps must register it:
AppOptions.lightmapper = Lightmapper.Applicationwires this by default; only a manualAppOptionsassembly needs the explicit line. - Per light:
light.bake = true, thenlight.affectDynamic = falseonce every mesh it lights is lightmapped, so it stops contributing to the real-time pass. - Per mesh:
render.lightmapped = true— required for the mesh to receive any light onceaffectDynamicis false, a correctness requirement, not just an optimization —render.lightmapSizeMultiplierto size its lightmap,render.castShadowsLightmapso lightmapped meshes still shadow each other in the bake. - Bake mode:
BAKE_COLORfor flat diffuse materials;BAKE_COLORDIRadds a dominant-light-direction pass for normal- or specular-mapped materials that need one. - Baked ambient occlusion, independent of any light:
scene.ambientBakeplusambientBakeNumSamples,ambientBakeOcclusionBrightness/OcclusionContrast. - Run
app.lightmapper.bake(null, mode)once the scene exists;nullbakes every lightmapped node.
Verify UVs before trusting this on real assets
The installed Lightmapper bakes a node only when every mesh instance on it has a second UV set
(mesh.vertexBuffer.format.hasUv1). A node missing one is skipped silently — no warning, no
lightmap — and its mesh simply stays dynamically lit, which a glance at a screenshot will not catch.
Procedural primitives generate that set; imported GLB models often do not. Check hasUv1 on every
mesh you expect to bake, and unwrap or re-export the ones without it before the bake. Do not carry a
primitive-only test result into production assets unchecked.
Choose the rung by budget, not by default
On-device bake cost scales with baked-node count and lightmap resolution; measure it once on the
target device (performance.now() around bake()) and compare it with the startup budget before
choosing a rung. Stay on-device unless:
- the measured bake time does not fit the startup or first-paint budget on the target device, or
- the result needs stylized material detail beyond lighting that the runtime
Lightmappercannot produce.
Only then move to an offline bake shipped as assets, and size the pipeline to the scene count. For one deterministic scene the whole pipeline is a build script that computes or renders the maps and writes them next to the other static assets, plus a loader; that is sufficient. Registry-keyed per-asset configs, worker-thread parallelism and a coverage audit that fails the bake on a missing output belong to multi-asset pipelines — add them when the second scene arrives, not before.
Offline maps are payload. State the compressed size delta in the change description and compare it with the download or package budget; a modest lightmap set can double the archive of a small web app.
Keep dynamic objects consistent
Whichever rung you use, dynamic objects moving through baked lighting must not read as ignoring it:
sample or approximate the baked occlusion/shadow field for them and their attachments so they dim to
the same levels as the static geometry around them, and ground them with a contact shadow. A
dynamic object whose custom shading must meet baked maps is override-shader-chunks territory.
Prove it
Capture verify-pixels-style frames both in and out of the baked shadow, before and after the
change, and compare them. A screenshot glanced at once is not proof the bake reproduced the lighting
it removed.
Signals
- GitHub stars
- 21
- Forks
- 4
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
bake-lighting- Source
- github.com/playcanvas/skills