The PrefabLightmapData code that exists in CustomPlatforms seems to be from an older version of Unity using a more primitive system of light baking. It's been updated to Unity 2019-ish based on the code at https://github.com/Ayfel/PrefabLightmapping but it is not exactly the same code. Some clean-up of their code and comments have been added to help understand what's going on.
While this works for now, we still need to publish the changes to the CustomPlatforms Unity Project since part of the process after you bake lights in Unity is to use the code from https://github.com/Ayfel/PrefabLightmapping in the editor to shove them into a component for loading later.
Also a guide will need to be written to lead people through these changes.
I'll be finding time to do both these things. (I'll also write a guide in Japanese.)
The PrefabLightmapData code that exists in CustomPlatforms seems to be from an older version of Unity using a more primitive system of light baking. It's been updated to Unity 2019-ish based on the code at https://github.com/Ayfel/PrefabLightmapping but it is not exactly the same code. Some clean-up of their code and comments have been added to help understand what's going on.
While this works for now, we still need to publish the changes to the CustomPlatforms Unity Project since part of the process after you bake lights in Unity is to use the code from https://github.com/Ayfel/PrefabLightmapping in the editor to shove them into a component for loading later.
Also a guide will need to be written to lead people through these changes.
I'll be finding time to do both these things. (I'll also write a guide in Japanese.)