@tool extends Node3D # Provides baked lighting configuration guidance in the editor output panel. # LightmapGI baking is editor-only in Godot 4.7 — use the Bake button. # # To bake: # 1. Open this scene in the Godot editor # 2. Select the LightmapGI node in the Scene dock # 3. Click "Bake Lightmap" in the Inspector toolbar (top of inspector) # # Or: Scene menu > Bake LightmapGI (Ctrl+Shift+B) func _ready(): if not Engine.is_editor_hint(): return var lightmap = _find_lightmap_gi() if not lightmap: push_error("KitDemo: No LightmapGI node found in scene!") return if lightmap.light_data != null: print("KitDemo: Lightmap baked ✓") print(" To re-bake: Select LightmapGI → 'Bake Lightmap' button") return print("KitDemo: LightmapGI configured but not baked.") print(" To bake: Select LightmapGI → 'Bake Lightmap' in Inspector") print(" Or: Scene menu → Bake LightmapGI (Ctrl+Shift+B)") print("") match lightmap.quality: 0: print(" Quality: Low") 1: print(" Quality: Medium") 2: print(" Quality: High") 3: print(" Quality: Ultra") print(" Bounces: ", lightmap.bounces) print(" Texel Scale: ", lightmap.texel_scale) print(" Max Texture Size: ", lightmap.max_texture_size) print(" Interior: ", lightmap.interior) print(" Denoiser: ", lightmap.is_using_denoiser()) func _find_lightmap_gi() -> LightmapGI: for child in get_children(): if child is LightmapGI: return child return null