Generating Lightmaps UV problem

Hello to everyone, I need a bit of help in here.

I have a scene that is a forest in Unity. With 5 tree models (all have meshes of 350 or less polygons) I have made everything inside the scene, and I can see like 500 or 600 trees in this moment. The performance in the game is great, and I can get with no problem 60 fps in an iPhone 6 with occlusion culling enabled.

However, for this performance to occur I need everything baked. I had some problems with baking and discovered that checking the “Generate Lightmaps UV” checkbox fixed it and gaved really good quality results. The problem is that now, my directional light maps are enormous (256 mb) and this causes my game to crash immediately. When I see this maps I can see all the tree models of my scene in the maps repeated a lot of times. Any idea how to solve this problem? If I uncheck that box I get a horrible result in the textures with black lines all over the models and black spots

Thanks in advance
Sorry for the bad english

Reduce the lightmap resolution.

I have my resolution set to 1024. This generates 22 directional lightmaps. If I reduce it to 512 will I get the double of the lightmaps? Does this affect the quality of the bake?

Thank you AcidArrow

That’s the atlas size.

I meant the Baked Resolution or the Realtime Resolution.

It worked! Thank you very much AcidArrow. Can you please explain why lowering the baked resolucion decreased my directional lightmaps?

Less resolution means, lightmaps need less pixels (drawback, lighting looks less detailed), which means they can fit in fewer “maps”, which means less memory.

Thank you very much AcidArrow!