Fatal Error System out of memory when baking lightmaps

While our scene approaches primetime readiness, we are facing more and more this error when baking lightmaps;

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My system is running with 16Gb of ram. Though MY SSD only has 15 GB free.

Is the ‘Dynamic Array’ stored on the HDD or on the RAM?

Note that a giant chunk of my used space is Unity’s fault; Unity doesn’t allow to choose the assetstore download folder and I can’t move the files because in order to know when an asset is updated I need to leave everything in my C hard drive… Sacrificing 25GB of expensive fast SDD space for archiving purposes… (BTW vote to change this heresy here; http://feedback.unity3d.com/unity/all-categories/1/hot/active/ability-to-change-the-download-d )

Has anyone found a solution to this? Running into the same problem with baking lightmaps near completion of a level.

I came to the point I couldn’t even create a dev build because of this bug! My workaround was to completely disable Static Batching, but this is not an option when it comes to lightmaps, is it?

I noticed that this only started showing up when I started to create dev builds. Yeah, I believe all objects must be set to static if you want to bake lightmaps for them. Is this a matter of the lightmaps being too large?

Seem to have solved the my version of the problem. I just split the level into two separate FBX files which was one huge one before.