How do you manage multi-scene lighting in a large project?

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Multiple Choice

How do you manage multi-scene lighting in a large project?

Explanation:
In a large, multi-scene project, you want lighting to stay coherent while keeping bake work efficient. Reusing a Lighting Data Asset across scenes stores the baked global illumination data in one place, so all scenes share the same GI results. This keeps the look consistent between scenes and reduces both bake time and memory usage, which is crucial when dealing with a big project. Per scene, you still rely on Light Probes for illuminating dynamic objects and Reflection Probes for scene-specific reflections, giving accurate indirect lighting and reflections without baking everything. Bake static geometry where appropriate to preserve stable lightmaps, but allow real-time or mixed lighting where objects move or change. Maintaining consistent ambient and global lighting across scenes—same ambient color, sky lighting, and environment settings—helps avoid jarring transitions as you move from one scene to another. The other options miss important aspects: disabling light probes removes needed indirect lighting for dynamic elements, using only directional lights neglects bounce light and realistic ambient illumination, and baking per scene without sharing data leads to duplicated work and visual inconsistencies.

In a large, multi-scene project, you want lighting to stay coherent while keeping bake work efficient. Reusing a Lighting Data Asset across scenes stores the baked global illumination data in one place, so all scenes share the same GI results. This keeps the look consistent between scenes and reduces both bake time and memory usage, which is crucial when dealing with a big project. Per scene, you still rely on Light Probes for illuminating dynamic objects and Reflection Probes for scene-specific reflections, giving accurate indirect lighting and reflections without baking everything. Bake static geometry where appropriate to preserve stable lightmaps, but allow real-time or mixed lighting where objects move or change. Maintaining consistent ambient and global lighting across scenes—same ambient color, sky lighting, and environment settings—helps avoid jarring transitions as you move from one scene to another. The other options miss important aspects: disabling light probes removes needed indirect lighting for dynamic elements, using only directional lights neglects bounce light and realistic ambient illumination, and baking per scene without sharing data leads to duplicated work and visual inconsistencies.

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