How to unwrap for light mapping

Hello, all! I am planning on unwrapping my model in Blender 3D with two light maps- one with a tiled texture for the base color, and another UV map that has the light mapping data. I recall there being a specific way that I need to unwrap my model to use with the Legacy Lightmapping shader in Unity. I don’t remember which way that is. Could someone refresh my memory? Thanks!- YA

I can be wrong, but the only requirement I know for lightmapping (in general) is that it has to be unique. No overlapping UVs. All in the 0-1 UV tile. Since it will all be baked anyways, you can use any automatic mapping, preferably the one that gives you the best UV coverage.