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Deleted extra art notes, addressed comments from PR, edited art notes
Deleted the extra art notes from root, changed some typed variables to vars, made the baking menu class public, edited the art notes to take baking for boss room section from bottom to the tldr
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ART_NOTES.md

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Assets/BossRoom/Scenes/Startup.unity

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version https://git-lfs.github.com/spec/v1
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oid sha256:3b195e6206a0c45ff6838041b5c56c12ffcc81d107cb4d22aad2c0fef13a0fdd
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size 28902
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oid sha256:2277ce243716909d1a0f852bea849a985bed27aefab71224b993940db819fd95
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size 29498

Assets/BossRoom/Scripts/Client/UI/QualityButton.cs

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@@ -6,28 +6,28 @@ namespace Unity.Multiplayer.Samples.BossRoom.Client
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public class QualityButton : MonoBehaviour
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{
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[SerializeField]
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TMP_Text qualityBtnText;
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TMP_Text m_QualityBtnText;
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private void Start()
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{
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int index = QualitySettings.GetQualityLevel();
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qualityBtnText.text = QualitySettings.names[index];
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var index = QualitySettings.GetQualityLevel();
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m_QualityBtnText.text = QualitySettings.names[index];
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}
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public void SetQualitySettings()
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{
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int qualityLevels = QualitySettings.names.Length - 1;
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int currentLevel = QualitySettings.GetQualityLevel();
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var qualityLevels = QualitySettings.names.Length - 1;
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var currentLevel = QualitySettings.GetQualityLevel();
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if (currentLevel < qualityLevels)
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{
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QualitySettings.IncreaseLevel();
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qualityBtnText.text = QualitySettings.names[QualitySettings.GetQualityLevel()];
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m_QualityBtnText.text = QualitySettings.names[QualitySettings.GetQualityLevel()];
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}
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else
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{
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QualitySettings.SetQualityLevel(0);
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qualityBtnText.text = QualitySettings.names[QualitySettings.GetQualityLevel()];
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m_QualityBtnText.text = QualitySettings.names[QualitySettings.GetQualityLevel()];
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}
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}

Assets/BossRoom/Scripts/Editor/BakingMenu.cs

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/// <summary>
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/// This is a script that creates a menu for baking lights (and changing other lighting features) for Boss Room.
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/// </summary>
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abstract class BakingMenu
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public abstract class BakingMenu
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{
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static void HandleEnvLights(bool realtimeLightsEnabled, bool bakedLightsEnabled, string lightingStatus)
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{
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var bakedLights = GameObject.FindGameObjectsWithTag("LightingBaked");
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GameObject[] realtimeLights = GameObject.FindGameObjectsWithTag("LightingRealtime");
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var realtimeLights = GameObject.FindGameObjectsWithTag("LightingRealtime");
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foreach (var index in bakedLights)
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{
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static void HandleLightProbes(bool lightProbesEnabled, string lightProbesStatus)
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{
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GameObject[] lightProbes = GameObject.FindGameObjectsWithTag("LightingProbes");
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var lightProbes = GameObject.FindGameObjectsWithTag("LightingProbes");
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if (lightProbes == null || lightProbes.Length == 0)
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{
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static void HandleReflectionProbes(ReflectionProbeMode reflectionProbeMode, string refProbesStatus)
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{
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GameObject[] reflectionProbes = GameObject.FindGameObjectsWithTag("LightingReflectionProbe");
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var reflectionProbes = GameObject.FindGameObjectsWithTag("LightingReflectionProbe");
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if (reflectionProbes == null || reflectionProbes.Length == 0)
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{

Documentation/ART_NOTES.md

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![LightExplorer](Images/BossRoomMenu.png)
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The main Boss Room level is separated into three scenes (Assets > BossRoom > Scenes > BossRoom):
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* Dungeon BossRoom
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* Dungeon Entrance
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* Dungeon Transition
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To bake, open the BossRoom scene. Load the pieces of the dungeon listed above into that scene, make sure you're using the baking version of all of the lights, then generate your lighting using the settings you'd like from the Boss Room Lighting Setup menu. <br /><br />
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* **To bake all lights:**
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* Go to menu Boss Room > Lighting Setup > All Baked
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* Go to lighting settings (Window > Rendering > Lighting). Use the FastBaking baking profile & hit Generate Lighting button to bake all lights<br /><br />
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* Reflection probes can also be baked to save performance <br /><br />
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## **Baking for Boss Room**
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* The main Boss Room level is separated into three scenes (Assets > BossRoom > Scenes > BossRoom):
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* Dungeon BossRoom
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* Dungeon Entrance
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* Dungeon Transition <br /><br />
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To bake, open the BossRoom scene. Load the pieces of the dungeon listed above into that scene, make sure you're using the baking version of all of the lights, then generate your lighting using the settings you'd like from the Boss Room Lighting Setup menu. <br /><br />
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## **Resources from Unity for more details:**

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