CombineMeshes + lightmaps

Hi,
On 5.1.1p2

I’m trying to run CombineMeshes and preserve the lightmap from the original entity.

Simply have a plane and a cube in the scene, baked light, original looks fine

Objects are static, just using the standard default Shader
Run CombineMesh on the item and always end up with a black or dim shaded mesh but never any light maps.
Tried assigning lightmapIndex,lightmapOffset to the object to no avail
Tried GenerateSecondaryUVSet to no avail.

Anything else i am overlooking?

Ok got something but the offset is way out of whack, looking into it…

Alright, last piece of the puzzle, what is the usual way of remapping lightmaptiling/offsets from multiple meshes back onto a merged mesh? I thought the GenerateUnwrappedUV might of done this but no luck.

ok love talking to myself, figured it out :slight_smile: simple mult of the lightmap offset per uv fixed it…