In order to explain the workflow of BVA import and export in detail, the following demonstrates the import of gltf resources downloaded from the Internet to the project, and then configured and output as a BVA scene file.
- Download a room model and a DJ Mixer model from
Sketchfab
| sydney-apartment-night | pioneer-xdj |
|---|---|
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- Unzip the downloaded file and drag the entire folder of the model into the Unity resource bar
Wait a while for the imported resources to be generated
You can also see the Preview view on the right, at which point you can drag the file directly into the scene like FBX, and Unity will treat it as a Prefab
- Create a new empty scene, add lights and cameras, add two
Area Lightsin the room and drag them to the right size, place one on both sides of Y axis, place twoSpot Lights, set the material of the two lights to self-illuminating and set toBaked Global Illumination, so that all the baked lights are set
- Adjust the overall scale of the room, and drag all the objects out to the root directory, so that the exported scenes can be displayed one by one when loading, so that the loading process looks more coherent
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Set all objects in the room to static and set the level of objects to
BVA Scene Static(Lightmap), this level is used to bake static objects
-
Open the Lighting Settings panel and uncheck
Realtime Global Illumination, checkBacked Global Illumination, set each baking parameter and clickGenerate Lightingbake the scene and wait a few minutes for the baking to finish
- Add a
Directional Light,set toRealtimemode, and setCulling MasktoBVA Scene Realtime, then drag the DJ Mixer into scene, set Layer toBVA Scene Realtime, only in this way this DJ Mixer will be affected by this realtime light.
- At last, add post-process, on
Hierarchypanel, right clickVolume/Global Volume. Then addBloomandTonemapping。
- Open export panel by Editor menu
BVA/Export/Export Scene, selectExport Single Scene, checkexport original texture, this will improve the quility of export model, then check theExport RenderSetting&Export Lightmap. In general, only the scene where the baking is used needs to check these two items.
- The output file can be loaded Sample, either in Editor and build applications, click on the image below to see the loading state on the mobile platform
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NonSkin Mesh(mesh renderered by
MeshRendererinstead ofSkinnedMeshRenderer) can apply google draco compression.It is intended to improve the storage and transmission of 3D graphics. -
When you try to export a scene with baked lighting. Lightingmap will be created in your project. To correctly export lightmap, make sure toggele off the
Realtime Global Illumination,and Turn on theBaked Global IlluminationatLightingsetting panel.
- RenderSettings contains some global settings, which can access from static class
UnityEngine.RenderSetttings, most of info can also altered by hand throughEnvironmenttab onLightingpanel
- To decrease the shader variants, we highly recommend that you only use
Exponential Squaredmode as the only fog mode. This can be modified inPlayerSetting/GraphicsTab.
- Skybox export




















